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Abstract:

A gaming terminal includes: a terminal image display panel; a lever-type
operation device configured to receive an operation of a player; a
support mechanism which rotatably supports the operation device at one
end portion of the operation device and includes a restriction member
configured to restrict inclination of the operation device, the
restriction member being positioned so that the operation device abuts
the restriction member when the operation device is inclined at a first
angle; an inclination detecting mechanism which detects an angle of
inclination of the operation device; and a controller which causes the
terminal image display panel to output a predetermined sound and/or to
give a visual indication to give a warning to the player when the angle
of inclination of the operation device detected by the inclination
detecting mechanism is greater than a second angle which is equal to or
greater than the first angle.

Claims:

1. A gaming terminal comprising: a notification unit; a lever-type
operation device configured to receive an operation of a player; a
support mechanism which rotatably supports the operation device at one
end portion of the operation device and includes a restriction member
configured to restrict rotation of the operation device, the restriction
member being positioned so that the operation device abuts the
restriction member when the operation device is inclined at a first angle
as a result of the rotation; an inclination detecting mechanism which
detects an angle of inclination of the operation device; and a controller
which causes the notification unit to output a predetermined sound and/or
to give a visual indication in order to give a warning to the player when
the angle of inclination of the operation device detected by the
inclination detecting mechanism is greater than a second angle which is
equal to or greater than the first angle.

2. The gaming terminal according to claim 1, wherein: the notification
unit includes a display unit configured to display a game image; and the
controller causes the display unit to display a warning image to the
player when the angle of inclination of the operation device detected by
the inclination detecting mechanism is greater than the second angle
which is equal to or greater than the first angle.

3. The gaming terminal according to claim 1, wherein the notification
unit includes a speaker; and the controller causes the speaker to output
the predetermined sound when the angle of inclination of the operation
device detected by the inclination detecting mechanism is greater than
the second angle which is equal to or greater than the first angle.

4. The gaming terminal according to claim 1, wherein the controller
causes the notification unit to output the predetermined sound and/or to
give the visual indication when a predetermined period of time has
elapsed from a point of time when the angle of inclination of the
operation device detected by the inclination detecting mechanism exceeds
the second angle which is equal to or greater than the first angle.

5. The gaming terminal according to claim 1, wherein the inclination
detecting mechanism includes: a magnet which is attached to the operation
device and moves along with the rotation of the operation device; and a
magnetic sensor configured to detect a magnetic force of the magnet, the
inclination detecting mechanism detecting the angle of inclination of the
operation device based on a result of detection of the magnetic sensor.

6. A method of providing notification in which a predetermined sound is
output and/or a visual indication is given depending on an angle of
inclination of a lever-type operation device whose one end portion is
held so that the operation device is rotatable, the operation device
being fixed to a gaming terminal so that its rotation is restricted by a
restriction member when the operation device is inclined at a first
angle, the method comprising: an inclination detection step of detecting
the angle of inclination of the operation device; and an output step of
outputting the predetermined sound and/or giving the visual indication to
give a warning to a player when the angle of inclination of the operation
device detected in the inclination detection step is greater than a
second angle which is equal to or greater than the first angle.

Description:

CROSS REFERENCE TO RELATED APPLICATION

[0001] The present application claims priority from Japanese Patent
Application No. 2011-174112, which was filed on Aug. 9, 2011, the
disclosure of which is herein incorporated by reference in its entirety.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The present invention relates to: a gaming terminal which outputs a
predetermined sound and/or gives a visual indication based on an angle of
inclination of a lever-type operation device; and a method of providing
notification.

[0004] 2. Description of Related Art

[0005] There has been widely known a conventional gaming terminal which
includes a lever-type operation device configured to receive an operation
of a player, which operation is made by inclining the operation device.
Such a conventional gaming terminal is described, for example, in the
Specification of U.S. Patent Application Publication No. 2006/0009283.

[0006] In such a gaming terminal including the lever-type operation
device, when the player inclines the lever excessively, a support
mechanism or the like of the operation device is broken, and this
shortens the life of that portion.

SUMMARY OF THE INVENTION

[0007] An object of the present invention is to provide a gaming terminal
capable of effectively prevents breakage of a support mechanism of a
lever-type operation device; and a method of providing notification.

[0008] A first aspect of the present invention is a gaming terminal
structured as follows. The gaming terminal includes: a notification unit;
a lever-type operation device; a support mechanism; an inclination
detecting mechanism; and a controller. The lever-type operation device
receives an operation of a player. The support mechanism rotatably
supports the operation device at one end portion of the operation device
and includes a restriction member. The restriction member restricts
rotation of the operation device and is positioned so that the operation
device abuts the restriction member when the operation device is inclined
at a first angle as a result of the rotation. The inclination detecting
mechanism detects an angle of inclination of the operation device. The
controller causes the notification unit to output a predetermined sound
and/or to give a visual indication in order to give a warning to the
player when the angle of inclination of the operation device detected by
the inclination detecting mechanism is greater than a second angle which
is equal to or greater than the first angle.

[0009] With this structure, when the lever-type operation device is
operated by the player and is inclined at the first angle, the operation
device abuts the restriction member and its inclination is restricted. As
a result, further inclination of the operation device is restricted. When
the player further inclines the operation device regardless the fact that
the further inclination of the operation device is restricted, and
thereby the inclination of the operation device exceeds the second angle
(the second angle being equal to or greater than the first angle), the
notification unit (e.g., a speaker and/or a display unit) outputs the
predetermined sound and/or gives the visual indication to give a warning
to the player. This allows the player to understand how much degree of
inclination of the operation device is permitted to avoid breakage of the
support mechanism through the feel in his/her hand, as well as visually
and/or aurally. Supposing that no restriction is given using the
restriction member and a sound and/or a visual indication for the warning
is/are output when the operation device is inclined at the second angle,
it is difficult for the player to understand how much degree of
inclination of the operation device is permitted. In such a case, there
is a possibility that the sound and/or visual indication for the warning
is/are output frequently, contrary to the intention of the player. The
above-described structure effectively prevents such a problem.

[0010] According to a second aspect of the present invention, the
notification unit may include a display unit configured to display a game
image. Further, the controller may cause the display unit to display a
warning image to the player when the angle of inclination of the
operation device detected by the inclination detecting mechanism is
greater than the second angle which is equal to or greater than the first
angle. Generally, players gaze at the game image. With this structure,
since the warning image is displayed on the display unit for displaying
the game image, the player is more likely to become aware of the warning
image, and the warning is given to the player effectively.

[0011] According to the third aspect of the present invention, the
notification unit may include a speaker. The controller may cause the
speaker to output the predetermined sound when the angle of inclination
of the operation device detected by the inclination detecting mechanism
is greater than the second angle which is equal to or greater than the
first angle. With this structure, the warning is given by the sound, and
therefore the player is more likely to become aware that the warning is
given. Further, in the case where, in addition to the display of the
warning image, a predetermined sound corresponding to the contents
displayed in the warning image is output, the warning is given to the
player both visually and aurally, and therefore the warning is
effectively given to the player.

[0012] According to a fourth aspect of the present invention, the
controller may cause the notification unit to output the predetermined
sound and/or to give the visual indication when a predetermined period of
time has elapsed from a point of time when the angle of inclination of
the operation device detected by the inclination detecting mechanism
exceeds the second angle which is equal to or greater than the first
angle. With this structure, even if the player inclines the operation
device at an angle greater than the second angle, the predetermined sound
and/or the visual indication is/are not provided unless the predetermined
period of time has elapsed. Thus, when the player finds that he/she is
excessively inclining the operation device and then immediately returns
the operation device to a proper angle of inclination, the predetermined
sound and/or the visual indication is/are not provided. Accordingly, the
warning is given to the player without excessively interrupting the
progress of a game of the player.

[0013] According to a fifth aspect of the present invention, the
inclination detecting mechanism may include a magnet which is attached to
the operation device and which moves along with the rotation of the
operation device. Further, the inclination detecting mechanism may
include a magnetic sensor configured to detect a magnetic force of the
magnet, and may detect the angle of inclination of the operation device
based on a result of detection of the magnetic sensor. With this
structure, the angle of inclination of the operation device is detected
precisely with a simple structure.

[0014] A sixth aspect of the present invention is a method of providing
notification in which a predetermined sound is output and/or a visual
indication is given depending on an angle of inclination of a lever-type
operation device. One end portion of the lever-type operation device is
held so that the operation device is rotatable. Further, the lever-type
operation device is fixed to a gaming terminal so that its rotation is
restricted by a restriction member when the operation device is inclined
at a first angle. The method includes an inclination detection step and
an output step. In the inclination detection step, the angle of
inclination of the operation device is detected. In the output step, the
predetermined sound is output and/or the visual indication is given to
give a warning to a player when the angle of inclination of the operation
device detected in the inclination detection step is greater than a
second angle which is equal to or greater than the first angle. With this
structure, functions and effects similar to those of the first aspect of
the present invention are brought about.

[0015] Another aspect of the present invention is a gaming terminal
structured as follows. That is to say, the gaming terminal includes: a
lever-type operation device; a support mechanism which rotatably supports
the operation device; and a casing. The casing contains therein the
support mechanism, and includes a space which is formed within a motion
space of the operation device to allow the operation device to rotate.
The support mechanism includes an elastic restriction member configured
to restrict inclination of the operation device, the restriction member
being positioned so that the operation device abuts the restriction
member when the operation device is inclined at a fourth angle which is
smaller than a third angle. At the third angle, the operation device
abuts an edge of the space (an edge of the casing). With this structure,
even if the player excessively inclines the operation device to the
degree that the lever-type operation device abuts the edge of the space,
the impact given to the edge of the space is mitigated by the restriction
member, and this preferably prevents breakage of the edge of the casing
or the support mechanism of the operation device.

[0016] According to the present invention, there is provided a gaming
terminal capable of effectively preventing breakage of the support
mechanism of the lever-type operation device.

[0070] The following will describe an embodiment of the present invention
with reference to the drawings.

[0071] (Gaming Machine Overview)

[0072] A gaming machine includes a plurality of gaming terminals and a
center controller data-communicably connected to the gaming terminals.
Each gaming terminal runs independently of the other gaming terminals a
unit game using symbol columns, and runs a common game in sync with the
other gaming terminals.

[0073] More specifically, as shown in FIG. 1 to FIG. 3, the gaming machine
300 of the present embodiment has a multi-player type structure, where
gaming terminals 10 are connected in a parallel manner and in
communication with a center controller 200. The gaming machine 300 is
structured so that each gaming terminal 10 is able to individually run a
unit game such as a slot game, independently of the other slot machines
10. In the unit game, symbols 501 are rearranged on the terminal display
614 (terminal image display panel 16) of the gaming terminal 10.

[0074] (Functional Block of Gaming Machine 300: Gaming Terminal 10)

[0075] The gaming machine 300 having the above structure includes the
gaming terminals 10 and the external controller 621 (center controller
200) data-communicably connected to the gaming terminals 10, as
illustrated in FIGS. 1 to 3. The external controller 621 is
data-communicably connected to the gaming terminals 10 which are provided
in a parallel manner.

[0076] The gaming terminal 10 includes a bet button unit 601, a spin
button unit 602, a control lever 600, a terminal display 614, a movement
pattern storage device 608, a terminal-side bonus type storage device
609, and a terminal-side probability table storage device 610. The gaming
terminal also includes a terminal controller 630 which controls these
units and devices. Note that the bet button unit 601, the spin button
unit 602, and the control lever 600 each is a kind of an input device.
Further, the gaming terminal 10 includes a transceiver unit 652 which
enables data communication with the external controller 621.

[0077] The bet button unit 601 has a function of accepting a player's
operation for entering a bet amount. The spin button unit 602 and the
control lever 600 have a function of receiving a start of a game such as
a basic game through a player's operation, i.e., start operation. The
terminal display 614 has a function of displaying, in the form of a still
image, various symbols 501, numerical values, marks, or the like, and
displaying moving pictures such as an effect movie.

[0078] As described above, with the control lever 600, input operation
from the outside is possible, and the control lever 600 is controlled by
the terminal controller 630 so that it is movable in accordance with a
plurality of movement patterns. Specifically, as shown in FIG. 7 etc.,
the control lever 600 includes: a lever 6100 adapted to be gripped by a
player; a first motor 6101 which is provided inside the lever 6100 to
vibrate the lever; a second motor 6202 which is provided inside the lever
6100 to rotate the lever 6100 in a predetermined direction; and light
emission units 6102 provided at an upper portion of the lever 6100. The
movement patterns of the control lever 600 are stored in the movement
pattern storage device 608 in association with identification information
used for identifying the movement patterns.

[0079] As shown in FIG. 7 etc., the control lever 600 further includes a
support mechanism 6200 configured to rotatably support the lever 6100,
and the lever 6100 is rotatably fixed to the gaming terminal 10 through
the support mechanism 6200. As shown in FIG. 8C etc., the support
mechanism 6200 is provided with a plurality of restriction members 6402
positioned so that the lever 6100 abuts one of the restriction members
when the lever 6100 is inclined at a predetermined angle (a first angle).
The restriction members 6402 are provided to restrict the inclination of
the control lever 600. Further, as shown in FIG. 8D, each gaming terminal
10 includes an inclination detecting mechanism 600a configured to detect
an angle of inclination of the lever 6100.

[0080] The terminal-side bonus type storage device 609 stores bonus types
and unit payout amounts of the terminal bonus games, in association with
one another. The terminal-side probability table storage device 610
stores a probability table in which combinations of the terminal bonus
games are associated with the probabilities of the combinations.

[0082] The coin insertion/start-check unit 603 determines which one of the
base game, the bonus game, the common game, and the like is to be
started, and determines whether the determined one of the base game, the
bonus game, the common game, and the like is startable, based on signals
output from the bet button unit 601, the spin button unit 602, and the
control lever 600, and a signal or the like from the center controller
200.

[0083] The basic game running unit 605 has a function of running a base
game on condition that the bet button unit 601 is operated. The basic
game running unit 605 determines whether to run a terminal bonus game,
based on a combination of rearranged symbols 501 resulted from the base
game.

[0084] Further, the basic game running unit 605 obtains the angle of
inclination of the lever 6100 detected by the inclination detecting
mechanism 600a. Then, when the obtained angle of inclination of the lever
6100 is greater than a warning issuance angle (a second angle), which is
equal to or greater than the first angle, the basic game running unit 605
causes the speaker unit 617 to output a predetermined sound (warning
sound) to give a warning to the player. Instead of the output of the
warning sound, or in addition to the output of the warning sound, the
basic game running unit 605 causes the terminal display 614 to give a
predetermined visual indication (e.g., display of a warning image). For
example, in the case where symbols 501 are variable-displayed in response
to an operation of the control lever 600, the warning image may be
displayed on the terminal display 614 where the symbols 501 are
variable-displayed, as illustrated in FIG. 1. Note that, the gaming
terminal 10 may give such a visual indication with the use of the lamp
unit 618.

[0085] With the above structure, the lever 6100 inclined by the player
first abuts one of the restriction members 6402, and thereafter, when the
lever 6100 is further inclined to an angle exceeding the warning issuance
angle, the warning is given. This allows the player to understand how
much degree of inclination is permitted to avoid breakage of the support
mechanism 6200, through the feel in his/her hand, as well as visually
and/or aurally. Supposing that no restriction is given using the
restriction members 6402 and the warning image and/or the warning sound
is/are provided when the lever 6100 is inclined at an angle greater than
the second angle, it is difficult for the player to understand how much
degree of inclination of the lever 6100 is permitted. In this case, there
is a possibility that the warning image and/or the warning sound is/are
provided frequently, contrary to the intention of the player. The
above-described structure effectively prevents such a problem.

[0086] Further, the basic game running unit 605 has a function of
outputting the state of the basic game to the center controller 200, via
the transceiver unit 652. That is, the basic game running unit 605
outputs the running status information to the center controller 200.

[0087] The common game running unit 653 has a function of running the
common game, based on a game start command from the center controller
200.

[0088] The symbol determining unit 612 has: a function of determining
symbols 501 to be rearranged, by using a random number given by the
random number sampling unit 615; a function of rearranging selected
symbols 501 on the symbol display region 614a of the terminal display
614; and a function of outputting information of the symbols 501
rearranged, to the winning determining unit 619.

[0089] More specifically, the symbol determining unit 612 has functions
of: selecting a symbol column image 500 according to the game (basic game
or common game); scroll-displaying the symbol column image 500 selected
on the terminal display 614; and stopping the scroll display to rearrange
the symbols 501 determined.

[0090] The effect-use random number sampling unit 616 has functions of:
when receiving the effect instruction signal from the symbol determining
unit 612, sampling an effect-use random number; and outputting the
effect-use random number to the effect determining unit. The effect
determining unit has: a function of determining an effect by using the
effect-use random number; a function of outputting, to a video display
region 614b of the terminal display 614, video information of the effect
thus determined; and a function of outputting audio information and
illumination information of the effect to the speaker unit 617 and the
lamp unit 618, respectively.

[0091] The winning determining unit 619 has: a function of determining
whether a winning is achieved when rearrangement information of the
symbols 501, which is a display state rearranged on the terminal display
614, is obtained; a function of calculating a payout amount based on a
winning combination when it is determined that a winning is achieved; and
a function of outputting a payout signal based on the payout amount to
the payout unit 620. The payout unit 620 has a function of awarding the
player a game value in the form of a coin, a medal, credit, or the like,
based on a payout signal from the winning determining unit 619 or the
center controller.

[0092] The transceiver unit 652 has functions of: outputting the running
state of the basic game, points calculated in the common game, or the
like to the center controller 200, along with the identification
information of each gaming terminal 10; and receiving the game start
command, the common game symbol column image 500b, or the like from the
center controller 200.

[0093] (Functional Block of Gaming Machine 300: External Controller)

[0094] The gaming terminal 10 structured as above is connected to the
external controller 621. This external controller 621 has a function of
remotely operating and monitoring the operation state of each gaming
terminal 10 and processes such as changes in various game setting values.
Further, the external controller 621 has a function of running the common
game in a plurality of gaming terminals 10 simultaneously.

[0096] The common game running unit 6211 has functions of determining
whether to start the common game, based on the state of the basic game
obtained from the terminal controller 630, and synchronizing the common
game run in each of the gaming terminals 10. The game start command unit
6212 has a function of outputting the game start command to the gaming
terminal 10. The memory 6214 stores, for each gaming terminal 10, common
game qualification times in association with respective payout rates. The
transceiver unit 6217 has a function of allowing data exchange with the
gaming terminals 10.

[0097] The upper displays 700 are provided in a parallel manner, and are
controlled by the associated display controllers 701 so that the upper
displays 700 form a single common effect display screen. The common
effect display screen is arranged to display a plurality of individual
images corresponding to the respective gaming terminals 10. Furthermore,
the common effect display screen is arranged to display a common game
start effect image. The common game start effect image is stored in the
image storage unit 6216. The display controllers 701 are controlled by
the common game running unit 6211. The illuminance sensor 702 detects the
brightness of the disturbance light on the upper displays 700.

[0098] The display pattern storage unit 6215 stores sets of identification
information in association with a plurality of display patterns of the
individual image. Furthermore, the center-side bonus type storage unit
6219 stores bonus types and unit payout amounts of the common game in
association with one another. The center-side probability table storage
unit 6220 stores a probability table in which combinations of the bonus
types are associated with the probabilities of these combinations.

[0099] (Definition of Terms)

[0100] In this Specification, the expression "rearrange" means dismissing
an arrangement of symbols 501, and once again arranging symbols 501. An
"arrangement" means a state of symbols 501, which can be visually
confirmed by a player.

[0101] Note that a "unit game" includes a series of operations performed
within a period between a start of receiving a bet to a point where a
winning may be resulted. In the present embodiment, a unit game is
repeatable in the base game, and contains one each of the following: a
bet time where a bet is accepted; a game time where symbols 501 having
been stopped are rearranged; and a payout time where a payout process is
performed to award a payout. Note that the "base game" is a game runnable
on condition that a game value is bet, which base game awards an amount
of game media based on symbols 501 rearranged. In other words, the "base
game" is a game in which a unit game is started on the premise that a
game value is consumed. The "unit game" in the present embodiment is a
so-called slot game which is run in each gaming terminal 10 independently
of the other gaming terminals 10.

[0102] Note that the gaming machine 300 of the present embodiment is
structured so that each gaming terminal 10 is able to run a bonus game
(terminal bonus game) independently of the other gaming terminals 10.
Another bonus game may be adopted in combination, provided that the
player is given a more advantageous gaming state than the base game. For
example, in the bonus game, various states such as a state in which a
larger amount of game values than in the base game is obtainable, a state
in which the probability of obtaining a game value is higher than in the
base game, and a state in which the amount of consumed game values is
smaller than in the base game such as a free game may be realized
independently or in combination.

[0103] A game runnable with a bet of less game values than the base game
is referred to as "free game". Note that "bet of fewer amounts of game
values" encompasses a bet of zero game value. The "free game" therefore
may be a game runnable without a bet of game value, which awards an
amount of game values according to symbols 501 having been rearranged. In
other words, the "free game" may be a game which is started without the
premise that a game value is consumed. To the contrary, the "base game"
is a game runnable on condition that a game value is bet, which awards an
amount of game values according to symbols 501 rearranged. In other
words, the "base game" is a game which starts on the premise that a game
value is consumed.

[0104] The gaming machine 300 of the present embodiment has a state in
which the base game or the bonus game is runnable, and a state in which
the common game is runnable. The base game and/or the bonus game
(terminal bonus game) are also referred to as basic game. Thus, in the
present embodiment, the basic game includes a base game and/or a bonus
game. Further, the common game or the period during which the common game
is run is referred to as "event time".

[0105] The "game value" is a coin, bill, or electronic information
corresponding to them. Note that the game value in the present invention
is not particularly limited. Examples of the game value include game
media such as medals, tokens, electronic money, tickets, and the like.
Further, the ticket is not particularly limited and may be a ticket with
a barcode or the like.

[0106] Although the present embodiment describes a gaming machine 300
which has a center controller 200 in addition to the gaming terminals 10,
the invention is not limited to this. The gaming machine 300 may be
arranged so that one or more gaming terminal 10 has the function of the
center controller 200 and the gaming terminals 10 are connected with each
other to be able to exchange data therebetween. Alternatively, the gaming
machine 300 may be arranged so that communication among the gaming
terminals 10 is impossible.

[0107] (Internal Connection Layout of Gaming Machine 300)

[0108] Now, referring to FIG. 4, the internal connection layout of the
gaming machine 300 including the gaming terminals 10 will be described.
FIG. 4 shows the gaming machine 300 including the gaming terminals 10
according to First Embodiment of the present invention.

[0109] The gaming machine 300 includes six gaming terminals 10 and an
external controller 621. The external controller 621 includes three upper
displays 700 (700a, 700b, and 700c) and three display controllers 701
(701a, 701b, and 701c). The display controller 701a is a component of the
center controller 200 and hosts the other display controllers 701b and
701c. In other words, the display controllers 701b and 701c are clients
of the display controller 701a. The display controllers 701a, 701b, and
701c are connected with the respective upper displays 700a, 700b, and
700c via monitor cables 302, so as to function as system controllers
controlling the respective upper displays 700.

[0110] In addition to the above, the gaming machine 300 is provided with a
hub 201. Upstream of the hub 201, the display controller 701a (center
controller 200) is connected via a LAN cable 301. On the other hand,
downstream of the hub 201, the gaming terminals 10 and the display
controllers 701b and 701c are connected via the LAN cable 301. That is to
say, the center controller 200 is connected with the gaming terminals 10
to be able to conduct data communications therebetween, and the center
controller 200 (display controller 701a) is connected to be able to
control the display controllers 701b and 701c. This makes it possible to
control the display controllers 701a, 701b, and 701c to cause the upper
displays 700 to display images as a single common effect display screen.

[0111] In addition to the above, the upper display 700a is provided with
an illuminance sensor 702 to detect the brightness of disturbance light
applied to the upper display 700a. The illuminance sensor 702 transmits a
brightness signal always or at regular intervals to the center controller
200. This brightness signal indicates the brightness of the disturbance
light applied onto the upper display 700a. Receiving the brightness
signal, the center controller 200 determines whether the currently-set
brightness is appropriate by conducting comparison with a predetermined
standard. If inappropriate, the center controller 200 controls the
display controllers 701a, 701b, and 701c to change the brightness to a
suitable level.

[0112] (Mechanical Structure of Gaming Machine 300)

[0113] Next, the following describes a specific example of mechanical and
electrical structures of the gaming machine 300 thus structured.

[0114] As shown in FIG. 5, the gaming machine 300 includes: six gaming
terminals 10 which are provided in a parallel manner and each
independently runs a basic game; and an external controller 621 (center
controller 200) which is connected with the gaming terminals 10 to be
able to communicate therewith and runs a common game. The external
controller 621 has three parallel upper displays 700a, 700b, and 700c
forming a single common effect display screen, independently from the
gaming terminals 10.

[0115] Between neighboring gaming terminals 10, an inter-terminal panel
800 is provided. Each inter-terminal panel 800 has at least one LED to
light the panel itself. The inter-terminal panel 800 is decorated with
pictures indicating the theme of the games playable by the gaming machine
300, giving integrity to the gaming terminals 10. This makes the entirety
of the gaming machine 300 look larger than the actual size.

[0116] In addition to the above, the upper displays 700 are provided with
LED units 801 corresponding to the respective gaming terminals 10. More
specifically, the LED units 801 are provided at the upper parts of the
frame of each upper display 700 to be immediately above the respective
gaming terminals 10. That is to say, the LED units 801 are provided to
enclose the upper displays 700. For example, when a later-described
independent special game starts at the corresponding gaming terminal 10,
the LED unit 801 produces an effect such as flickering for the
corresponding gaming terminal 10. This makes it possible to report which
gaming terminal 10 wins the independent special game.

[0117] In addition to the above, above the external controller 621 and
above each gaming terminal 10, decoration panels decorated with pictures
indicating the theme of the games playable by the gaming machine 300 are
provided. It is noted that, except FIG. 5, the inter-terminal panels 800,
the LED units 801, and the decoration panels are omitted from the
figures.

[0118] As shown in FIG. 6, the gaming terminal 10 includes a cabinet 11
and a main door 13 provided on the front surface of the cabinet 11. The
main door 13 has a terminal image display panel 16. The terminal image
display panel 16 has a transparent liquid crystal panel for displaying
various kinds of information. The terminal image display panel 16
displays display windows 150 (video reels 151 to 155) for
scroll-displaying and arranging a plurality of symbols 501 (see FIG.
12A). Further, the terminal image display panel 16 displays various
information and effect images related to a game, as needed.

[0119] The present embodiment deals with a case where the terminal image
display panel 16 electrically displays symbols 501 arranged in five
columns and three rows. However, the present invention is not limited to
this.

[0120] Note that the terminal image display panel 16 may have a credit
amount display unit and a payout amount display unit. The credit amount
display unit displays a total value (hereinafter also referred to as
total credit value) which the gaming terminal 10 can pay out to a player.
The payout amount display unit displays the number of coins to be paid
out when symbols stopped along a payline form a winning combination.

[0121] Below the terminal image display panel 16 provided are a control
panel 20, a coin receiving slot 21, and a bill validator 22. The control
panel 20 is provided with buttons 23 to 27 and the control lever 600.
These buttons 23 to 27 and the control lever 600 allow the player to
input instructions concerning the progress of a game. Through the coin
receiving slot 21, a coin is received in the cabinet 11.

[0122] The control panel 20 has: a spin button 23, a change button 24, a
cashout button 25, a 1-bet button 26, and a maximum bet button 27. The
spin button 23 is for inputting an instruction to start symbol scrolling.
The change button 24 is used to ask a staff person in the gaming facility
for exchange of money. The cashout button 25 is for inputting an
instruction to pay out coins corresponding to the total credit value into
the coin tray 18.

[0123] The 1-bet button 26 is used for betting one coin out of those
corresponding to the total credit value. The maximum bet button 27 is
used for betting, out of those corresponding to the total credit value, a
maximum number of coins (e.g., 50 coins) which can be bet in one game.

[0124] The bill validator 22 validates whether a bill is genuine or not
and receives the genuine bill into the cabinet 11. Note that the bill
validator 22 is capable of reading a barcode attached to a
later-mentioned barcoded ticket 39. When the bill validator 22 reads the
barcoded ticket 39, it outputs to the main CPU 41 a read signal
representing information having read from the barcode.

[0125] On the lower front surface of the main door 13, that is, below the
control panel 20, a belly glass 34 is provided. On the belly glass 34, a
character of the gaming terminal 10, or the like is drawn.

[0126] Below the terminal image display panel 16 are provided a ticket
printer 35, a card reader 36, a data displayer 37, and a keypad 38. The
ticket printer 35 prints on a ticket a barcode and outputs the ticket as
the barcoded ticket 39. The barcode is encoded data containing a credit
amount, date and time, an identification number of the gaming terminal
10, or the like. A player can play a game in another gaming terminal 10
using the barcoded ticket 39 having the barcode, or can exchange the
barcoded ticket 39 having the barcode with a bill or the like at a change
booth of the gaming facility.

[0127] The card reader 36 reads/writes data from/into a smart card. The
smart card is carried by a player, and stores therein data for
identifying the player, data relating to a history of games played by the
player, or the like.

[0128] The data displayer 37 includes a fluorescent display or the like,
and displays the data read by the card reader 36 and the data input by
the player through the keypad 38, for example. The keypad 38 is for
entering instructions or data relating to issuing of a ticket or the
like.

[0129] Now, with reference to FIG. 7 and FIGS. 8A to 8D, the control lever
600 will be described. FIG. 7 is a schematic drawing of the control lever
600, viewed from the side. FIG. 8A is a partial exploded perspective view
showing the control lever 600. FIG. 8B is a perspective view of the
control lever 600, viewed from the left rear (viewed from the side near
the terminal image display panel 16). FIG. 8C is a perspective view of
the control lever 600, whose cover is removed, viewed from the front
left. FIG. 8D is a perspective view of the control lever 600, focusing on
its bottom. As shown in FIG. 7, the control lever 600 includes: a lever
main body (lever) 6100 adapted to be gripped by a player; and the support
mechanism 6200 which supports the lever 6100. The lever 6100 contains a
vibration motor (the first motor) 6101 which vibrates the lever 6100, and
is provided with LEDs (the light emission units) 6102 at an upper portion
of the lever.

[0130] The lever 6100 has a section of substantially T shape, and
includes, at its upper portion, a light emitting portion provided with
the LEDs 6102. The upper portion is a grip to be gripped by a player. The
light emitting portion of the lever 6100 is provided with a
light-transmissive cover 6103 which allows light from the LEDs 6102 to
pass through. The vibration motor 6101 is stored in the upper portion of
the lever 6011. The vibration of the vibration motor 6101 is controlled
by a later-described motor drive control circuit 6035 (see FIG. 10).
Further, the control lever 600 is arranged to be rotatable in forward and
backward directions in the elevation view of the gaming terminal 10
(forward and backward from a reference position shown in FIG. 7, i.e., in
directions indicated with arrows in FIG. 7). Below the control lever 600,
a rotation motor 6202 is provided inside the cabinet 11. The rotation
motor 6202 is controlled by the later-described motor drive control
circuit 6035 (see FIG. 10), and the rotation motor 6202 provides torque
in the rotation direction to the lever 6100.

[0131] Further, as shown in FIG. 8A, at the light emitting portion of the
control lever 600, there is provided a pendulum component 6104 which is
attached to be coaxial with the vibration motor 6101 and rotates with the
vibration motor 6101. The pendulum component 6104 is configured to partly
protrude in a radial direction. The pendulum component 6104 is positioned
to block at least a part of light emitted from the LEDs 6102 to the
light-transmissive cover 6103. Thus, rotating with the vibration motor
6101, the pendulum component 6104 changes the amount of light emitted
from the LEDs 6102 to the outside through the light-transmissive cover
6103, in synchronization with the vibration motor 6101. In other words,
as the protrusion of the pendulum component 6104 blocks or do not block
the light from the LEDs 6102, the light viewed from the outside through
the light-transmissive cover 6103 is changed.

[0132] As shown in FIG. 8D, the support mechanism 6200 includes: a
rotation axis 6201 which penetrates one end portion (end portion opposite
to the grip) of the lever 6100; and the rotation motor (the second motor)
6202 connected to one end of the rotation axis 6201. The rotation motor
6202 rotates the rotation axis 6201, and this rotates the lever 6100
coupled to the rotation axis 6201. Meanwhile, to the other end of the
rotation axis 6201 (the end opposite to the end to which the rotation
motor 6202 is attached), attached is the inclination detecting mechanism
600a which configured to detect the angle of inclination of the lever
6100.

[0133] As shown in FIG. 7, the inclination detecting mechanism 600a
includes: a magnet 6301 attached to the rotation axis 6201; and a
magnetic force detecting mechanism 6302 disposed in the vicinity of the
magnet 6301. Since the magnet 6301 is attached to the rotation axis 6201,
the magnet 6301 rotates along with the rotation of the lever 6100. Thus,
with the rotation of the lever 6100, the magnet 6301 changes an external
magnetic field. Further, the magnetic force detecting mechanism 6302
includes: a magnetic force sensor which outputs a magnetic force
detection signal of an output intensity corresponding to the magnetic
force; and a sensor fixing mechanism which fixes the magnetic force
sensor to a predetermined position. The magnetic force detecting
mechanism 6302 detects the magnetic force of the magnetic field which is
generated by the magnet 6301 and varies with the rotation of the lever
6100, and then outputs a magnetic force detection signal indicating the
value of the detected magnetic force (detected magnetic force value). The
detected magnetic force value represents the angle of inclination of the
lever 6100 with respect to the reference position (the position of the
lever 6100 which is not being operated by the player), so that the angle
of inclination of the lever 6100 is derived from the detected magnetic
force value. Note that, the angles of inclination (lever positions) of
the lever 6100 and the corresponding detected magnetic force values are
listed in a later-described lever position determining table. The lever
position determining table will be detailed later.

[0134] As shown in FIGS. 8B and 8D, the support mechanism 6200 is
accommodated in a sturdy case 6400 (sturdier than the later-described
restriction members 6402). In the case 6400, there is formed a space 6401
in a motion space of the lever 6100 to allow the lever 6100 to rotate.
Further, as shown in FIGS. 8B and 8C, one of the restriction members 6402
(restriction member 6402a) is positioned so that the restriction member
6402a is closer to the lever 6100 than a rear edge 6401a of the space
6401 (in front of the rear edge 6401a); whereas another one of the
restriction members 6402 (6402b) is positioned so that the restriction
member 6402b is closer to the lever 6100 than a front edge 6401b of the
space 6401 (behind the front edge 6401b). It should be noted that, in
this Specification, "front", "forward" or "in front of" is used with
reference to "the front of the gaming terminal 10" or "the position in
front of the gaming terminal 10", that is, it means the position closer
to, or the direction toward, a viewer of FIG. 1; while "rear", "backward"
or "behind" is used with reference to "the rear of the gaming terminal
10" or "the position behind the gaming terminal 10", that is, it means
the position farther from, or the direction away from, the viewer of FIG.
1.

[0135] Each of the restriction members 6402a and 6402b is an elastic
member made of resin or the like, for example, and is fixed to the case
6400 through a mounting member 6403 (6403a, 6403b). Note that, each
restriction member 6402a, 6402b has a columnar shape, and is fixed in a
horizontal posture (in such a manner that the axial direction of the
column is parallel to the left and right direction of the gaming terminal
10).

[0136] In the above structure, when inclined backward, the lever 6100
abuts the restriction member 6402a before it abuts the edge 6401a of the
space 6401. That is, the angle of inclination, with respect to the
reference position, of the lever 6100 abutting the restriction member
6402a (the first angle and a fourth angle) is designed to be smaller than
the angle of inclination, with respect to the reference position, of the
lever 6100 abutting the edge 6401a of the space 6401 (a third angle).
Meanwhile, when inclined forward, the lever 6100 abuts the restriction
member 6402b before abutting the edge 6401b of the space 6401. That is,
the angle of inclination, with respect to the reference position, of the
lever 6100 abutting the restriction member 6402b (the first angle and the
fourth angle) is also designed to be smaller than the angle of
inclination, with respect to the reference position, of the lever 6100
abutting the edge 6401b of the space 6401 (the third angle).

[0137] Accordingly, even if the player excessively inclines the lever
6100, the lever 6100 abuts either of the restriction members 6402 before
abutting the edge 6401a, 6401b of the space 6401. Therefore, even if the
lever 6100 accidentally comes into collision with the edge 6401a, 6401b
of the space 6401, the impact of the collision is mitigated with either
of the restriction members 6402. This effectively prevents breakage or
the like of the edge 6401a, 6401b of the space 6401 or the support
mechanism 6200.

[0138] Note that, in this embodiment, the angle of inclination of the
lever 6100 abutting the restriction member 6402a is the same as the angle
of inclination of the lever 6100 abutting the restriction member 6402b;
however, these angles may be different from each other. Further, although
two restriction members 6402 (the restriction members 6402a and 6402b)
are provided in this embodiment, only one of them may be provided. For
example, when the lever 6100 is designed to be inclined in one direction
only (e.g., forward only), a single restriction member 6402 corresponding
to only that one direction may be provided.

[0139] (Lever Position Determining Table)

[0140]FIG. 9 shows one lever position determining table T1 in which the
lever positions are listed in association with the detected magnetic
force values. Note that, illustrated is only this one lever position
determining table T1 for a case where the lever 6100 is rotated
frontward; however, there is also stored another lever position
determining table T1 for a case where the lever 6100 is rotated backward.
Each lever position determining table T1 has a lever position field and a
detected magnetic force value field. When the gaming terminal 10 is
activated, the table is updated in a later-described RAM 43. More
specifically, the lever position field stores lever positions indicating
the angles (angles of inclination) of the control lever 600 with respect
to the reference position. The detected magnetic force value field stores
the magnetic forces detected by the magnetic force detecting mechanism
6302 when the control lever 600 is at the respective lever positions.

[0141] More specifically, when the gaming terminal 10 is activated, the
control lever 600 is rotated by the rotation motor 6202 from the starting
point to the ending point, while the magnetic force detecting mechanism
6302 detects the magnetic forces at the respective positions. As such,
the magnetic forces corresponding to the respective positions of the
control lever 600 are detected, the thus detected magnetic forces are
stored in association with the respective positions, and thereby the
lever position determining table T1 is updated. For example, in the case
of FIG. 9, the detected magnetic force value at the starting point is
"ND78", whereas the detected magnetic force value at the ending point is
"ND126". Therefore, in the movable range of the control lever 600, the
magnetic force varies within the range of "ND78" to "ND126". In other
words, it is possible to specify the position (angle, angle of
inclination) of the control lever 600 by reading a detected magnetic
force value.

[0142] (Electric Configuration of Gaming Terminal 10)

[0143] FIG. 10 is a block diagram illustrating an electric configuration
of each of the gaming terminals 10. As illustrated in FIG. 10, the
cabinet 11 includes a control unit having a terminal controller 630. The
control unit includes a motherboard 40, a main body PCB (Printed Circuit
Board) 60, a gaming board 50, a door PCB 80, various switches, sensors,
or the like, as shown in FIG. 10.

[0144] The gaming board 50 is provided with a CPU (Central Processing
Unit) 51, a ROM 55, a boot ROM 52, a card slot 53S corresponding to a
memory card 53, and an IC socket 54S corresponding to a GAL (Generic
Array Logic) 54. The CPU 51, the ROM 55, and the boot ROM 52 are
connected to one another through an internal bus.

[0145] The memory card 53 stores therein a game program and a game system
program. The game program contains a stop symbol determining program. The
stop symbol determining program determines symbols (code number
corresponding to the symbol) to be stopped in the display windows 150.
This stop symbol determining program contains sets of symbol weighting
data respectively corresponding to various payout ratios (e.g., 80%, 84%,
88%). Each set of the symbol weighting data indicates, for each of the
video reels 151 to 155, a code number of each symbol and at least one
random number allotted to the code number. The random number is a value
within a predetermined range of 0 to 256 for example.

[0146] The payout ratio is determined based on payout ratio setting data
output from the GAL 54. Based on a set of the symbol weighting data
corresponding to the payout ratio determined, a symbol to be stopped is
determined.

[0147] The memory card 53 stores therein various types of data for use in
the game programs and the game system programs. For example, the memory
card 53 stores a table listing combinations of a symbol 501 to be
displayed on the video reels 151 to 155 and an associated range of random
numbers. This data is transferred to the RAM 43 of the motherboard 40, at
the time of running a game program.

[0148] The card slot 53S is structured so as to allow the memory card 53
to be attached/detached to/from the card slot 53S. This card slot 53S is
connected to the motherboard 40 through an IDE bus. Thus, a type and
contents of a game run at the gaming terminal 10 can be changed by
detaching the memory card 53 from the card slot 53S, writing a different
game program and a different game system program into the memory card 53,
and inserting the memory card 53 back into the card slot 53S.

[0149] Each of the game programs includes a program related to the
progress of the game and/or a program for causing a transition to a
common game. Each of the game programs includes image data and audio data
output during the game.

[0150] The GAL 54 has input ports and output ports. When the GAL 54
receives data via an input port, it outputs data corresponding to the
input data from its output port. This data from the output port is the
payout ratio setting data described above.

[0151] The IC socket 54S is structured so as to allow the GAL 54 to be
attached/detached to/from the IC socket 54S. The IC socket 54S is
connected to the motherboard 40, via a PCI bus. Thus, the payout ratio
setting data to be output from the GAL 54 can be modified by: detaching
the GAL 54 from the IC socket 54S, overwriting the program stored in the
GAL 54, and attaching the GAL 54 back to the IC socket 54S.

[0152] The CPU 51, the ROM 55 and the boot ROM 52 connected through the
internal bus are connected to the motherboard 40 through the PCI bus. The
PCI bus communicates signals between the motherboard 40 and the gaming
board 50 and supplies power from the motherboard 40 to the gaming board
50. The ROM 55 stores country identification information and an
authentication program. The boot ROM 52 stores a preliminary
authentication program and a program (boot code) for enabling the CPU 51
to run the preliminary authentication program.

[0153] The authentication program is a program (falsification check
program) for authenticating the game program and the game system program.
The authentication program is a program for confirming and verifying that
the game program and the game system program are not falsified. In other
words, the authentication program is described in accordance with a
procedure for authenticating the game program and the game system
program. The preliminary authentication program is a program for
authenticating the authentication program. The preliminary authentication
program is described in accordance with a procedure for verifying that
the authentication program to be authenticated is not falsified. In
short, the preliminary authentication program authenticates the
authentication program.

[0154] The motherboard 40 is provided with a main CPU 41 (terminal
controller 630), a ROM (Read Only Memory) 42, a RAM (Random Access
Memory) 43, and a communication unit 44.

[0155] The main CPU 41 serves as a terminal controller 630 and has a
function of controlling the entire gaming terminal 10. In particular, the
main CPU 41 controls the following operations: an operation of outputting
an instruction signal instructing variable-displaying of symbols 501 to
the graphic board 68, which is performed in response to pressing of the
spin button 23 after betting of credit; an operation of determining
symbols 501 to be stopped after the variable-displaying of symbols 501;
and an operation of stopping the symbols 501 thus determined in the video
reels 151 to 155.

[0156] In other words, the main CPU 41 serves as an arrangement controller
which arranges symbols to form a new symbol matrix through scrolling of
symbols displayed on the terminal image display panel 16. This main CPU
41 therefore determines symbols to be arranged in the symbol matrix by
selecting symbols to be arranged from various kinds of symbols. Then, the
main CPU 41 executes arrangement control to stop scrolling the symbols to
present the symbols thus determined.

[0157] The ROM 42 stores a program such as BIOS (Basic Input/Output
System) run by the main CPU 41, and permanently-used data. When the BIOS
is run by the main CPU 41, each of peripheral devices is initialized and
the game program and the game system program stored in the memory card 53
are read out through the gaming board 50. The RAM 43 stores data or a
program used for the main CPU 41 to perform a process.

[0158] The communication unit 44 is provided to communicate with a host
computer or the like equipped in the gaming facility, through a
communication line. The communication unit 44 is also for communicating
with the center controller 200 through a hub 201 and a communication
line. Further, a main body PCB (Printed Circuit Board) 60 and a door PCB
80 are connected to the motherboard 40, through USB (Universal Serial
Bus). Further, the motherboard 40 is connected to a power supply unit 45.
The power supply unit 45 supplies power to the motherboard 40 to boot the
main CPU 41 thereof. Meanwhile, the power unit 45 supplies power to the
gaming board 50 through the PCI bus to boot the CPU 51 thereof.

[0159] The main body PCB 60 and door PCB 80 are connected to various
devices or units which generate signals to be input to the main CPU 41,
and various devices or units whose operations are controlled by control
signals from the main CPU 41. Based on a signal input to the main CPU 41,
the main CPU 41 runs the game program and the game system program stored
in the RAM 43, to perform a calculation process. Then, the CPU 41 stores
the result of the calculation process in the RAM 43, or transmits a
control signal to the various devices and units to control them based on
the result.

[0160] The main body PCB 60 is connected with the lamp 30, a hopper 66, a
coin detector 67, the graphic board 68, the speaker 29, the bill
validator 22, the ticket printer 35, the card reader 36, a key switch
38S, and the data displayer 37.

[0161] The lamp 30 is turned on/off on the basis of a control signal from
the main CPU 41.

[0162] The hopper 66 is mounted in the cabinet 11 and pays out a
predetermined number of coins from a coin outlet 19 to the coin tray 18,
based on a control signal from the main CPU 41. The coin detector 67 is
provided inside the coin outlet 19, and outputs a signal to be input to
the main CPU 41 upon sensing that a predetermined number of coins have
been delivered from the coin outlet 19.

[0163] The graphic board 68 controls image displaying on the terminal
image display panel 16, based on a control signal from the main CPU 41.
Further, the graphic board 68 is provided with a VDP (Video Display
Processor) for generating image data on the basis of a control signal
from the main CPU 41, a video RAM for temporarily storing the image data
generated by the VDP, or the like. Note that image data used at the time
of generating the image data by the VDP is in a game program which is
read out from the memory card 53 and stored in the RAM 43.

[0164] The bill validator 22 reads an image on a bill and takes only those
recognized as genuine into the cabinet 11. When taking in a genuine bill,
the bill validator 22 outputs an input signal indicating the value of the
bill to the main CPU 41. The main CPU 41 stores into the RAM 43 a credit
amount corresponding to the value of the bill indicated by the signal.

[0165] Based on a control signal from the main CPU 41, the ticket printer
35 prints on a ticket a barcode and outputs the ticket as a barcoded
ticket 39. The barcode is encoded data containing the credit amount
stored in the RAM 43, date and time, and the identification number of the
gaming terminal 10.

[0166] The card reader 36 reads out data from the smart card and transmits
the data to the main CPU 41. Further, the card reader 36 writes data into
the smart card based on the control signal output from the main CPU 41.
The key switch 38S is mounted to the keypad 38, and outputs a signal to
the main CPU 41 in response to an operation of the keypad 38 by the
player. The data displayer 37 displays, based on a control signal from
the main CPU 41, the data read by the card reader 36 or the data input by
the player through the keypad 38.

[0167] The door PCB 80 is connected to the control panel 20, a reverter
21S, a coin counter 21C, and a cold cathode tube 81. The control panel 20
is provided with: a spin switch 23S associated with the spin button 23; a
change switch 24S associated with the change button 24; a cashout switch
25S associated with the cashout button 25; a 1-bet switch 26S associated
with the 1-bet button 26; and a maximum bet switch 27S associated with
the maximum bet button 27. Each of the switches 23S to 27S outputs an
input signal to the main CPU 41 when corresponding one of the buttons 23
to 27 is operated by a player.

[0168] The coin counter 21C is provided within the coin receiving slot 21,
and identifies whether the coin inserted into the coin receiving slot 21
by the player is genuine. A coin except the genuine coin is discharged
from the coin outlet 19. In addition, the coin counter 21C outputs an
input signal to the main CPU 41 upon detection of a genuine coin.

[0169] The reverter 21S operates based on a control signal from the main
CPU 41, and delivers coins that are recognized as genuine by the coin
counter 21C into a not-shown cash box or the hopper 66 in the gaming
terminal 10. In other words, when the hopper 66 is full of the coins, the
genuine coin is distributed into the cash box by the reverter 21S. On the
other hand, when the hopper 66 is not yet full of the coins, the genuine
coin is distributed into the hopper 66. The cold cathode tube 81
functions as a backlight mounted to rear sides of the terminal image
display panel 16 and the upper image display panel 33. This cold cathode
tube 81 turns on according to a control signal from the main CPU 41.

[0170] In addition to the above, the main body PCB 60 is connected to the
motor drive control circuit 6035. The motor drive control circuit 6035
controls the drive of the vibration motor 6101 and the rotation motor
6202. The main body PCB 60 is also connected to the LEDs 6102. The main
body PCB 60 controls light emission from the LEDs 6102.

[0171] The main body PCB 60 is also connected to the magnetic force
detecting mechanism 6302. As described above, the magnetic force
detecting mechanism 6302 detects a magnetic force indicating the position
of the lever 6100, and transmits to the main body PCB 60 a magnetic force
detection signal indicating the value of the detected magnetic force
(detected magnetic force value). The main body PCB 60 generates magnetic
force detection data indicating the detected magnetic force value of the
magnetic force detection signal, at short intervals each shorter than a
frame period (e.g., 1/60 seconds per frame), and then inputs the data
into the main CPU 41. Then, the main CPU 41 searches, through the
corresponding one lever position determining table T1, for the detected
magnetic force value indicated by the magnetic force detection data
obtained from the main body PCB 60, and thereby obtains the angle of
inclination (lever position) of the lever 6100.

[0172] (Electric Configuration of Center Controller 200)

[0173] FIG. 11 is a block diagram illustrating an electric configuration
of the center controller 200. The center controller 200 is provided
therein with a control unit. As illustrated in FIG. 11, the control unit
includes a motherboard 240, a gaming board 260, an actuator, and the
like.

[0174] The gaming board 260 has the same structure as that of the gaming
board 50. The motherboard 240 has the same structure as that of the
motherboard 40. The communication unit 244 communicates with the terminal
controller 630 through a communication line.

[0175] The graphic board 268 has the same structure as that of the graphic
board 68, except in that the graphic board 268 controls displaying of the
upper display 700a based on a control signal from the main CPU 241. In
other words, the graphic board 268 functions as the display controller
701a. Furthermore, the graphic board 268 outputs a control signal to
graphic boards 269 and 270 controlling the upper displays 700b and 700c,
via the communication unit 224, the hub 201, and the communication line.
In other words, the graphic boards 269 and 270 function as the display
controllers 701b and 701c.

[0176] (Basic Game)

[0177] Now, the basic game independently run by the gaming terminal 10
will be described. In the present embodiment, the basic game is
constituted by a base game and a bonus game.

[0178] (Symbols, Combinations, and the Like)

[0179] The symbols 501, which are displayed on the video reels 151 to 155
of the terminal image display panel 16 on which a basic game is
displayed, form a symbol column. As shown in FIG. 12A, the terminal image
display panel 16 displays a display window 150 which is constituted by
the video reels 151 to 155. The display window 150 is constituted by
fifteen display blocks 28 of five columns and three rows. Each of the
video reels 151 to 155 is therefore constituted by three display blocks
28. Each of the video reels 151 to 155 rearranges the symbols 501 in such
a way that three display blocks 28 are moved (scrolled) downward while
changing the speed and the vertically moved symbols 501 in the display
blocks 28 are then stopped.

[0180] At the left and right edges of the display window 150, payline
occurrence columns are provided in a symmetrical manner on the left and
right. The left payline occurrence column on the left side when viewed
from the player has, as shown in FIG. 12A, 19 payline occurrence parts
65L (65La, 65Lb, 65Lc, 65Ld, 65Le, 65Lf, 65Lg, 65Lh, 65Li, 65Lj, 65Lk,
65Ll, 65Lm, 65Ln, 65Lo, 65Lp, 65Lq, 65Lr, and 65Ls).

[0182] The left payline occurrence parts 65L form pairs with the
respective right payline occurrence parts 65R. From the left payline
occurrence parts 65L to the right payline occurrence parts 65R paired
with the left payline occurrence parts 65L, paylines L are defined in
advance. Note that, although FIG. 12A only shows one payline L for the
sake of simplicity, there are ten paylines L in the present embodiment.

[0183] A payline L is activated when left and right payline occurrence
parts 65L and 65R are connected with each other. In other cases, the
paylines are inactive. The number of activated paylines L is determined
based on a bet amount. When the bet amount is maximum, i.e., MAXBET, the
maximum number of, i.e. 10 paylines are activated. An activated payline L
allows the symbols 501 to establish various types of winning
combinations. Details of the winning combinations will be described
later.

[0184] The present embodiment presupposes that the gaming terminal 10 is a
so-called video slot machine. The gaming terminal 10 of the present
invention, however, may use so-called mechanical reels as some of the
video reels 151 to 155.

[0185] As shown in FIG. 13, one of code numbers 0 to 19 is assigned to
each of the symbols 501 constituting each symbol column. Each symbol
column is a combination of symbols 501 which are "specific symbol 510",
"A", "Q", "J", "K", "Angelfish", "Clownfish", "Tuna", and "Coelacanth".

[0186] Three successive symbols 501 in each of the symbol columns are, as
shown in FIG. 12A, respectively displayed (arranged) on an upper stage, a
central stage, and a lower stage of each of the display region of each of
the video reels 151 to 155, to form a symbol matrix of five columns and
three rows on the display windows 150. When at least the start button 23
is pressed or the control lever 600 is inclined to start a game, the
symbols 501 forming a symbol matrix start scrolling. This scrolling of
the symbols 501 stops (rearrangement) after a predetermined period
elapses from the beginning of the scrolling.

[0187] Various kinds of winning combinations are set in advance for each
symbol 501. The term "winning combination" indicates that a winning is
established. A winning combination is a combination of stopped symbols
501 on the payline L which puts the player in an advantageous state.
Examples of an advantageous state include: a state where coins according
to a winning combination are paid out, a state where the number of coins
to be paid out is added to a credit, a state where a bonus game is
started.

[0188] A winning combinations in the present embodiment is established
when a predetermined number or more of the symbols 501 of at least one
type, namely "A", "Q", "J", "K", "BAT", "Angelfish", "Clownfish", "Tuna",
or "Coelacanth", are rearranged on an activated payline L. When a
predetermined type of symbols 501 is set as scatter symbols, a winning
combination is established when a predetermined number or more of
scattered symbols are rearranged, no matter whether a payline L is
active.

[0189] For example, in a base game, when "BAT" symbols 501 forms a winning
combination on a payline L, coins (values) calculated by multiplying the
basic payout amount of "BAT" by the bet amount are paid out.

[0190] (Symbol Table)

[0191]FIG. 13 shows a symbol table which is used for determining which
symbols 501 are targets of rearrangement in a base game. In the symbol
table, symbols 501 on the display blocks 28 in each symbol column are
associated with code numbers, and 20 numerical ranges defined by dividing
a numerical range of 0 to 65535 by 20 are associated with the respective
code numbers.

[0192] The numerical range of 0 to 65535 may be equally or unequally
divided. When unequally divided, it is possible to adjust the
probabilities of winning for the respective types of the symbols 501 by
determining the ranges of the random numbers. In this regard, the range
corresponding to the specific symbol 510 may be arranged to be narrower
than the ranges of the other types of the symbols 501. In this case,
results of games can be easily adjusted in accordance of the progress of
the games, by arranging valuable types of the symbols 501 to be less
likely to be rearranged.

[0193] For example, when a random number randomly selected for the first
column is "10000", the symbol "J" having the code number 3 associated
with the random number range including the selected random number is
chosen as the target of rearrangement on the video reel 151 of the first
column. On the other hand, when, for example, a random number for the
fourth column is "40000", the specific symbol 510 having the code number
12 associated with the random number range including the selected random
number is chosen as the target of rearrangement on the video reel 151 of
the fourth column.

[0194] (Basic Game: Base Game Screen)

[0195] FIG. 12A shows an example of a base game screen which is a display
screen in case of base game on the terminal image display panel 16.

[0196] More specifically, the base game screen has a display window 150
which is provided at the central portion and has five columns of video
reels 151 to 155 and payline occurrence parts 65L and 65R which is
symmetrically provided to the left and right of the display window 150.
On the base game screen shown in FIG. 12A, the video reels 151, 152, and
153 of the first to third columns are stopped whereas the video reels 154
and 155 of the fourth and fifth columns are scrolled.

[0197] At the upper parts of the terminal image display panel 16, the
credit amount display unit 400 and abet amount display unit 401 are
provided on the left whereas a payout display unit 402 is provided on the
right.

[0198] The credit amount display unit 400 displays credit amounts. The bet
amount display unit 401 displays a bet amount on the currently-running
unit game. The payout display unit 402 displays the number of coins to be
paid out when a winning combination is established.

[0199] In the meanwhile, below the display window 150, a warning image
display area 409, a help button 410, a pay-table button 411, and a
unit-of-betting display unit 412 are provided. These sections 410, 411,
and 412 are provided in this order from left to right for the player.

[0200] In the warning image display area 409, a warning image is displayed
to the player when predetermined conditions are satisfied, including a
condition that lever 6100 is inclined at an angle greater than the
predetermined warning issuance angle (the second angle). Here, the
warning issuance angle is set to be an angle equal to or greater than the
first angle which corresponds to the angle of inclination of the lever
6100 abutting either of the restriction members 6402 (6402a, 6402b)
(e.g., the first angle plus 1.8 degrees). This makes it possible to
visually give a warning to the player about an excessive inclination of
the lever 6100, not only through the feel in his/her hand brought by the
abutment of the lever 6100 with either of the restriction members 6402.
Since the warning is given not only visually but also through the feel in
his/her hand, it is possible to notify the player in an easily
understandable way how much angle of inclination of the lever 6100 is
permitted.

[0201] The warning image is an image for warning the player not to incline
the lever 6100 at an angle greater than the warning issuance angle. For
example, as shown in FIG. 12B, the display of the warning image may be
switched alternately between a warning image G1 displaying "WARNING" and
a warning image G2 displaying a message reporting the details of the
warning, at predetermined intervals (e.g., every three seconds). Note
that, the number of types of the warning images displayed in such a
manner is not limited to two, and the display may be switched among three
or more (e.g., four) warning images by displaying them one after another.
In this embodiment, when the warning image G1 is displayed, a voice
speaking "warning" is output, whereas when the warning image G2 is
displayed, a voice reading out the message is output. Note that, in this
embodiment, the warning is given to the player using both of sounds and
the warning images; however, the warning may be given using either of
them. Further, the predetermined conditions include, for example, a
condition that a period of time during which the lever 6100 is inclined
at an angle greater than the warning issuance angle is longer than a
predetermined period of time (e.g., 0.5 seconds).

[0202] The help button 410 is pushed by the player so that a help mode is
executed. The help mode is a mode for providing information to solve
player's questions concerning games. The pay-table button 411 is pushed
by the player so that a payout display mode for displaying the details of
a payout is executed. The payout display mode is a mode for displaying an
explanation screen explaining a relation between a winning combination
and a payout rate for the player.

[0203] The unit-of-betting display unit 412 displays a current bet unit
(payout unit). The unit-of-betting display unit 412 therefore allows the
player to recognize that, for example, the unit of betting is one cent.

[0204] Above the display window 150 is provided a payout rate display unit
403. The payout rate display unit 403 is displayed when the player is
qualified to participate in a common game, and is not displayed when the
player is not qualified. That is to say, when a common game starts, the
player can participate in the common game if the payout rate display unit
403 is displayed. The payout rate display unit 403 displays a payout rate
by which a unit payout amount obtained in a common game is multiplied.

[0205] Now, the payout rate indicating that the player is qualified will
be described. A qualification is awarded to a gaming terminal 10 as a
time during which the player is allowed to participate in a common game
(i.e., common game qualification time), in response to betting on a base
game. Regarding the awarded common game qualification time, a payout rate
corresponding to each unit time (one second in the present embodiment) is
determined in advance in the base game qualification time awarding table.

[0206] (Base Game Qualification Time Awarding Table)

[0207] FIG. 14 shows a base game qualification time awarding table which
is referred to when a common game qualification time is awarded in a base
game. The base game qualification time awarding table is stored in the
RAM 243 of the center controller 200. In the base game qualification time
awarding table, common game qualification times awarded in a base game
and payout rates are determined for each of the numbers of paylines L
activated in accordance with a bet amount.

[0208] For example, when the number of activated paylines L corresponding
to the betting on a base game is one, six seconds are awarded as the
common game qualification time. The payout rate is therefore one for six
seconds of the common game qualification time. When the number of
activated paylines L corresponding to the betting on a base game is five,
eight seconds are awarded as the common game qualification time. The
payout rate is one for one second, two for one second, three for one
second, and four for one second of the common game qualification time,
and is five for four seconds of the common game qualification time. As
such, the number of activated paylines increases as the bet amount
increases in a base game, and an awarded common game qualification time
and a payout rate also increase. It is noted that the maximum payout rate
in the present embodiment is ten.

[0209] (Common Game Qualification Time Management Table)

[0210] The common game qualification times of the respective gaming
terminals 10 are managed by a common game qualification time management
table which is temporarily stored in the RAM 243. FIG. 15 shows a common
game qualification time management table which is updated when a common
game qualification time is awarded. In the common game qualification time
management table, an awarded common game qualification time and a payout
rate are accumulatively stored for each gaming terminal 10.

[0211] For example, the common game qualification time of the gaming
terminal 10a is six seconds for the payout rate of one, 12 seconds for
the payout rate of two, 18 seconds for the payout rate of three, and six
seconds for the payout rate of four. When the gaming terminal 10a with
this arrangement participates in a common game and a unit payout amount
is awarded, the payout is calculated by multiplying the unit payout
amount by the highest payout rate, i.e. four. The payout rate display
unit 403 of the gaming terminal 10a therefore displays "4×" which
indicates that the payout rate is four.

[0212] It is noted that, the common game qualification time is decreased,
by subtracting a unit time from the common game qualification time
corresponding to the highest payout rate, each time a predetermined time
(one second in the present embodiment) elapses. Therefore, when no common
game qualification time is awarded to the gaming terminal 10a within the
first six seconds corresponding to the payout rate of four, the maximum
payout rate becomes three.

[0213] (Maximum Qualification Time Table)

[0214] In addition to the above, the upper limit of the common game
qualification times that the gaming terminal 10 can accumulatively store
is defined in the maximum qualification time table in advance. The
maximum qualification time table is stored in the RAM 243 of the center
controller 200. As shown in FIG. 16, in the maximum qualification time
table, a payout rate N is associated with the upper limit XN of the
accumulation of the common game qualification times of the payout rate N
or higher.

[0215] More specifically, the upper limit of the accumulation is set for
the payout rate of one. In other words, for any payout rate, the total
sum of the common game qualification times is set to be 45 seconds or
shorter. The upper limit is not limited to this. For example, the upper
limit may be 60 seconds.

[0216] (Accumulation Calculation Table)

[0217] When a common game qualification time is awarded, with reference to
the above-described maximum qualification time table, a calculation for
updating the common game qualification time management table is carried
out by using an accumulation calculation table. The accumulation
calculation table is stored in the RAM 243 of the center controller 200.
As shown in FIG. 17, the accumulation calculation table stores the
following matters for each payout rate. That is to say, "before-awarded
common game qualification time" of the common game qualification time
management table, "to-be-awarded common game qualification time" of the
base game qualification time awarding table in accordance with an
activated payline, "awarded common game qualification time" calculated by
adding the before-awarded common game qualification time to the
to-be-awarded common game qualification time, "accumulation YN of awarded
common game qualification time" of a payout rate of N or higher,
"accumulation upper limit XN of qualification times" of payout rate of N
or higher set in the maximum qualification time table, "calculated
accumulation YN", and new "common game qualification time ZN" used for
updating the common game qualification time management table.

[0218] For example, when the before-awarded common game qualification time
is 0 second for the payout rates of five or more, six seconds for the
payout rate of four, 18 seconds for the payout rate of three, 12 seconds
for the payout rate of two, and six seconds for the payout rate of one,
and a bet is made so that the number of paylines L is three, in the
common game qualification time one second is added to the time for the
payout rate of four, 18 seconds are added to three, 12 seconds are added
for two, and six seconds are added for one. In this case, the awarded
common game qualification time is arranged so that seven seconds for the
payout rate of four, 21 seconds for three, 14 seconds for two, and seven
seconds for one. As a result, the accumulation YN of the qualification
times of N or higher is as follows: seven seconds for the payout rate of
four or higher, 28 seconds for three or higher, 42 seconds for two or
higher, and 49 seconds for one or higher.

[0219] However, the maximum qualification time table defines the upper
limits to be 42 seconds for the payout rate of four or higher, 43 seconds
for three or higher, 44 seconds for two or higher, and 45 seconds for one
or higher, and hence "49 seconds" which are for the payout rate of one or
higher exceeds the upper limit XN. For this reason, the upper limit, i.e.
45 seconds are chosen as accumulated time for one or higher, and the
difference, i.e. four seconds, is added to the accumulated time for two.
As a result, the accumulated time for two becomes 46 seconds, the upper
limit, i.e. 44 seconds is chosen as accumulated time for two and the
difference, i.e. two seconds, is added to the accumulated time for three.
As a result, the accumulated time for three becomes 30 seconds. This time
is shorter than the upper limit for three, i.e. 43 seconds, and hence the
accumulated time for three is determined to be 30 seconds. Furthermore,
the accumulated time for four is seven seconds. Since this is shorter
than the upper limit for four, i.e. 42 seconds, the accumulated time for
four is determined to be seven seconds. In summary, when YN is higher
than XN, calculations of YN=XN and YN+1=YN+1+YN-XN are repeated from the
lowest payout rate.

[0220] Then the common game qualification time ZN is calculated from
YN-YN+1, and the common game qualification time management table is
updated with the result of this calculation.

[0221] With such accumulation calculations, it is possible to keep the
accumulation of the multiplication of the common game qualification time
by the payout rate is unchanged before and after the accumulation
calculations.

[0222] (Basic Game: Bonus Game Screen)

[0223] FIG. 18 shows an example of a base game screen on the terminal
image display panel 16, at the time when the start of an independent
special game which is a bonus game is determined. In the base game screen
shown in FIG. 18, all of the video reels 151 to 155 in the first to fifth
columns are stopped, and three symbols 501 of "specific symbol 510" are
stopped at the central stages of the video reels 152 to 154 of the second
to fourth columns. This triggers the start of an independent special game
which is independently run by the gaming terminal 10. The stop mode of
the specific symbols 510 triggering an independent special game is not
limited to this. The trigger may be a predetermined number or more of
"specific symbols 510" on one of the paylines L. Furthermore, such
triggering does not necessarily need the "specific symbols 510" to be
stopped on a payline. For example, a game maybe triggered on condition
that a predetermined number or more of specific symbols 510 are provided
on any display blocks 28, based on the scatter symbol method.

[0224] FIG. 19 illustrates the display states on the terminal image
display panel 16 during the independent special game. During the
independent special game, the terminal image display panel 16 displays a
lookup display unit 404. As shown in FIG. 19, the lookup display unit 404
is displayed at the central part of the terminal image display panel 16,
notifying the player that the terminal image display panel 16 is not used
in the independent special game and the player is instructed to see the
upper display 700.

[0225] In the present embodiment, the common game qualification time is
awarded as soon as the independent special game is started. The common
game qualification time awarded at the start of the independent special
game is different from those defined in the base game qualification time
awarding table (FIG. 14), and the table used in this case is an
independent special game qualification time awarding table shown in FIG.
20. According to the independent special game qualification time awarding
table, the common game qualification time to be awarded is shortened but
the payout rate is increased, as the number of activated paylines L is
increased.

[0226] FIG. 21 illustrates a display state on the upper display 700 during
the independent special game. The upper display 700 constituted by the
three upper displays 700a, 700b, and 700c is arranged to display a single
common effect display screen. The common effect display screen is
constituted by gaming terminal areas 703a to 703f corresponding to the
six gaming terminals 10a to 10f, respectively.

[0227] In FIG. 21, the gaming terminal 10c is running an independent
special game, and the terminal image display panel 16 of the gaming
terminal 10c is displaying the lookup display unit 404. In the
independent special game, the gaming terminal area 703c corresponding to
the gaming terminal 10c displays an individual image 710 for the
independent special game.

[0228] More specifically, the individual image 710 includes a fisherman
image 711, a fishhook image 712, a fishing bait image 713, and fish
images 714. The fisherman image 711 is displayed at an upper part of each
of the gaming terminal areas 703a to 703f. The fisherman image 711 is
different in each gaming terminal 10, to make it possible to understand
how the gaming terminals 10 correspond to the respective gaming terminal
areas 703a to 703 on the common effect display screen.

[0229] The fishhook image 712 is displayed substantially at the center of
each of the gaming terminal areas 703a to 703f running an independent
special game. The fishhook image 712 is displayed with a display pattern
in accordance with the movement of the control lever 600. The fishing
bait image 713 is displayed at the lower end portion of the fishhook
image 712. The fishing bait image 713 is enlarged when a bonus
corresponding to a predetermined unit payout amount (3000 in the present
embodiment) or higher is won in an independent special game.

[0230] Each fish image 714 corresponds to a bonus awarded in a bonus game.
The fish image 714 indicates, by the size of the fish, a unit payout
amount in a bonus game, and also the unit payout amount is indicated by a
number. In the gaming terminal area 703 in which an independent special
game is run, a plurality of fish images 714 are displayed and these fish
images 714 approach the fishing bait image 713 or swim beside the fishing
bait image 713.

[0231] (Bonus Type Table)

[0232] Now, referring to a bonus type table shown in FIG. 22, bonuses
corresponding to the fish images 714 will be described. The bonus type
table stores bonus types, unit payout amounts, and ranks in association
with one another. It is noted that the bonus type table is stored in both
the RAM 43 of the gaming terminal 10 and the RAM 243 of the center
controller 200.

[0233] For example, "Blue Marlin" corresponds to the unit payout amount of
10000 and is ranked at number one. Therefore, when the Blue Marlin is
displayed on the gaming terminal area 703 as a fish image 714, the number
"10000" is displayed with the fish image. Furthermore, since the unit
payout amount is not lower than the predetermined amount (3000), the
fishing bait image 713 is enlarged when the Blue Marlin is won.

[0234] (Independent Special Game Probability Table)

[0235] The payout amount of the independent special game is determined
based on an independent special game probability table shown in FIG. 23.
Though not illustrated, plural types of independent special game
probability tables are stored, and which table is used is determined
based on the number of paylines L activated at the start of the
independent special game. In the independent special game probability
table, random number ranges defined by dividing the numerical range of 0
to 65535 are associated with winning bonus types. In the winning bonus
type field, at least one bonus is stored. For example, when a random
number is 250, the winning bonus types to be awarded are Wahoo, Black Sea
Bass, and Halibut, and payouts corresponding to all of these are to be
awarded.

[0236]FIG. 24 shows an example of a winning screen displayed in an
independent special game. On the winning screen, a display pattern in
which a fisherman image 711 catches a fish image 714 is displayed. On the
winning screen, moreover, a total display unit 715 is displayed at an
upper part of the gaming terminal area 703. The total display unit 715
displays a total sum of bonuses having been won. The number displayed on
the total display unit 715 in the end is the total amount of bonuses to
be awarded. It is noted that the caught fish images 714 are displayed
with sizes corresponding to the ranks defined in the bonus type table
shown in FIG. 22. More specifically, a bonus type having a high rank is
associated with a large unit payout amount, and the size of the caught
fish image 714 corresponding thereto is large.

[0237] In addition to the above, a mystery bonus is executed as a bonus
game. The mystery bonus is not generated on condition that a
predetermined number or more of specific symbols 510 are stopped as in
the independent special game. The mystery bonus randomly starts when the
specific symbol 510 is not stopped at the video reel 153 of the third
column.

[0238] The random determination of the start of the mystery bonus is
conducted based on a mystery bonus start random determination table shown
in FIG. 25. In the mystery bonus start random determination table, random
number ranges corresponding to "occurrence of mystery bonus", "effect
only", and "non-occurrence of mystery bonus" are determined for each
number of activated paylines L.

[0239] For example, when the number of paylines L is three and the
determined random number is "2", an effect of mystery bonus is conducted
and the mystery bonus is awarded as a payout. When the number of paylines
L is three and the determined random number is "5", only an effect of
mystery bonus is conducted. When the number of paylines L is three and
the determined random number is "15", nothing is conducted and the base
game is continued.

[0240] When the mystery bonus occurs, a bonus to be won is determined with
reference to a mystery bonus probability table shown in FIG. 26. Though
not illustrated, plural types of mystery bonus probability tables are
stored, and the table to be used is determined in accordance with the
number of paylines L activated when the mystery bonus starts. In the
mystery bonus probability table, random number ranges defined by dividing
a numerical range of 0 to 5000 are associated with winning bonus types.
In the winning bonus type field, one bonus is stored.

[0241] Whether the mystery bonus is started is determined with reference
to the mystery bonus start random determination table and "occurrence" or
"only effect" is selected, a mystery bonus effect screen shown in FIG. 27
is displayed. On the mystery bonus effect screen, a ground bait image 716
falling from an upper part to a lower part is displayed in the gaming
terminal area 703 corresponding to the gaming terminal 10 which has been
selected to display an effect screen. At the same time, in a similar
manner as the independent special game, the terminal image display panel
16 displays the lookup display unit 404 shown in FIG. 19. Thereafter, if
"occurrence" has been selected, a winning screen shown in FIG. 24 is
displayed and the mystery bonus is finished.

[0242] Note that, when the condition to start a common game is established
while the above-described independent special game and mystery bonus are
being executed, the common game starts after the effect display, awarding
of payout or the like of the independent special game and the mystery
bonus is finished.

[0243] (Common Game)

[0244] Now, a common game run by a plurality of gaming terminals 10 in
synchronization with one another will be described. In regard to a common
game, random determination as to whether to start a common game is
conducted at predetermined intervals (every one second in the present
embodiment), with reference to a common game start random determination
table shown in FIG. 28.

[0245] (Common Game Start Random Determination Table)

[0246] As shown in FIG. 28, the common game start random determination
table defines random number ranges corresponding to "occurrence of common
game", "effect only", and "non-occurrence of common game", respectively.
For example, when the determined random number is "1", a common game
starts after an effect of the start of the common game is executed. When
the determined random number is "3", only the effect of the start of the
common game is executed. When the determined random number is "15",
nothing is carried out and the base game is continued.

[0247] When the common game starts, which one of common games is to be run
is determined with reference to a common game type random determination
table shown in FIG. 29. More specifically, one of the following common
games is randomly selected: a first common game; a second common game; a
third common game; the first common game+the third common game; and the
second common game+the third common game.

[0248] (Common Game: Common Game Start Effect Image)

[0249] After which one of the common games is to be run is determined, a
common game start effect image corresponding to that common game is
displayed. The common game start effect image is stored in the RAM 243 of
the center controller 200. As shown in FIG. 30, the same common game
start effect image is displayed on the upper display 700 and the terminal
image display panel 16 of each of the six gaming terminals 10.

[0250] FIG. 30 shows the display states on the upper display 700 and the
terminal image display panel 16 when the first common game starts. More
specifically, the upper display 700 displays a game start effect image in
which a fish school image 721 showing many fishes of plural types passing
from left to right is displayed. Furthermore, a fish school image 721
identical with that displayed on the corresponding one of the gaming
terminal areas 703a to 703f of the upper display 700 is displayed on the
terminal image display panel 16 of each of the gaming terminals 10a to
10f.

[0251] For example, the game start effect image is divided to sets of data
corresponding to the six gaming terminal areas 703, respectively. The
center controller 200 distributes these sets of data to the respective
gaming terminals 10, thereby allowing the upper display 700 and the
terminal image display panels 16 to display the game start effect image
in the same manner.

[0252] (Common Game: First Common Game Screen)

[0253] Now, each common game will be described. FIG. 31 illustrates the
display state on the upper display 700 during the first common game. The
upper display 700 constituted by the three upper displays 700a, 700b, and
700c displays a single common effect display screen. The common effect
display screen is constituted by the gaming terminal areas 703a to 703f
corresponding to the six gaming terminals 10a to 10f, respectively.

[0254] In FIG. 31, all the gaming terminals 10 are running the common
game, and the terminal image display panels 16 of all the gaming
terminals 10 display the lookup display unit 404. In the first common
game, the gaming terminal area 703 corresponding to each gaming terminal
10 participating in the first common game presents display in a similar
manner as the individual image 710 for the independent special game. More
specifically, the gaming terminal area 703 corresponding to each gaming
terminal 10 participating in the common game displays an individual image
710 including a fisherman image 711, a fishhook image 712, a fishing bait
image 713, a fish image 714, and a total display unit 715.

[0255] The fishing bait image 713 is enlarged when a bonus corresponding
to a predetermined unit payout amount (3000 in the present embodiment) or
higher is won in a first common game, as in the independent special game.
For example, in FIG. 31, the bait image 713 in the gaming terminal area
703d is enlarged because the gaming terminal 10d has won a unit payout
amount of 10000.

[0256] The first common game screen further displays a count display unit
720. This count display unit 720 displays a remaining time of the first
common game. When the time indicated by the count display unit 720
reaches 0, a payout calculated by multiplying the payout amount shown in
the total display unit 715 by the payout rate at the start of the first
common game is awarded.

[0257] When the time indicated by the count display unit 720 reaches 0,
furthermore, the rank of the gaming terminal 10 is determined based on
the sum total of the unit payout amounts of the awarded bonuses. The
first to third ranks are determined in the present embodiment, and a
payout corresponding to the rank is awarded to each of the first-ranked,
second-ranked, and third-ranked gaming terminals 10. FIG. 32 displays a
first common game ranking determination screen in which the gaming
terminal 10d is ranked first as having the total unit payout amounts of
10750. In the first common game ranking determination screen, a ranking
image 722 indicating the rank is displayed below the fisherman image 711,
whereas a payout amount image 721 indicating the payout corresponding to
the rank is displayed above the fisherman image 711.

[0258] (First Common Game Probability Table)

[0259] The determination of the payout amount of the first common game is
carried out with reference to a first common game probability table shown
in FIG. 33. Though not illustrated, a plurality of first common game
probability tables are stored, and the number thereof is arranged to be
identical with the number of gaming terminals 10. A different first
common game probability table is associated with each gaming terminal 10.
In the first common game probability table, random number ranges defined
by dividing a numerical range of 0 to 65535 are associated with winning
bonus types. A winning bonus type field stores three or more bonuses. For
example, when the determined random number is 30, the winning bonus type
is the combination of Yellow Fin Tuna, Wahoo, Halibut, and Halibut, and
bonuses corresponding to all of these are awarded.

[0260] The winning screen of the first common game is identical with the
winning screen displayed on the gaming terminal area 703c shown in FIG.
24 and is displayed on the gaming terminal area 703 corresponding to each
gaming terminal 10 participating in the first common game. That is to
say, when a random number selected is 30 and the first common game
probability table shown in FIG. 33 is used, winning screens of catching a
Yellow Fin Tuna, a Wahoo, a Halibut, and a Halibut are serially
displayed.

[0261] (Common Game: Second Common Game Screen)

[0262]FIG. 34 shows the display state on the upper display 700 during a
second common game. In FIG. 34, the gaming terminals 10 except the gaming
terminal 10e are running the common game, and the terminal image display
panels 16 of the gaming terminals 10 except that of the gaming terminal
10e display the lookup display unit 404. In the second common game, a
fisherman image 711 and a count display unit 720 similar to those in the
first common game are displayed, and also a fish school image 731 is
displayed on the gaming terminal area 703 corresponding to all the gaming
terminals 10.

[0263] When the time indicated by the count display unit 720 reaches 0,
furthermore, the rank of the gaming terminal 10 is determined based on
the sum total of the awarded winnings. In the second common game, the
center controller 200 conducts winning determination with a predetermined
winning probability for a predetermined number of times for each gaming
terminal 10, and the number of these winnings is determined as the number
of obtained winnings. In the present embodiment, terminals ranked first
to third are determined. For the first-ranked to third-ranked gaming
terminals 10, a payout is awarded according to the rank. FIG. 35 shows a
second common game ranking determination screen. In the case of FIG. 35,
the gaming terminal 10c is ranked first with six winnings in total. The
gaming terminal 10d is ranked third with four winnings in total. On the
second common game ranking determination screen, a ranking image 732
indicating the rank, the number of obtained winnings, and an obtained
payout amount is displayed below the fisherman image 711.

[0264] (Common Game: Third Common Game Screen)

[0265] When the third common game is run after the first common game or
the second common game, a third common game start effect screen shown in
FIG. 36 is displayed. As shown in FIG. 36, the third common game start
effect screen displays a large fish image 733. Thereafter, the third
common game starts.

[0266] FIG. 37 shows the display state on the upper display 700 during the
third common game. In FIG. 37, all the gaming terminals 10 are running
the common game, and the terminal image display panels 16 of all the
gaming terminals 10 display the lookup display unit 404. In the third
common game, the gaming terminal area 703 of each gaming terminal 10
participating in the third common game presents display in the same
manner as the individual image 710 for the independent special game. More
specifically, the gaming terminal area 703 corresponding to each gaming
terminal 10 participating in the common game displays an individual image
710 including a fisherman image 711, a fishhook image 712, a large fish
image 740, a prawn image 741, and a total display unit 715.

[0267] The prawn image 741 is displayed instead of the fishing bait image
713 of the first common game, and has a numerical value image
corresponding to the size of the prawn image 741. In the present
embodiment, the prawn image 741 is associated with one of the numerical
values of "90", "60", and "30". When no winning is obtained in the third
common game, a unit payout amount to be awarded is equal to the numerical
value shown on the prawn image 741.

[0268] Furthermore, in the third common game is displayed the large fish
image 740. The number of the large fish images 740 displayed in all the
gaming terminal areas 703 is smaller than the number of the gaming
terminals 10. In the gaming terminal area 703 corresponding to each
gaming terminal 10 having obtained a winning, a winning image shown in
FIG. 24 is displayed.

[0269] (Third Common Game Probability Table)

[0270] A payout amount of the third common game is determined based on a
third common game probability table shown in FIG. 38. Though not
illustrated, a plurality of third common game probability tables are
stored to correspond to the number of gaming terminals 10, so that a
different third common game probability table is associated with each
gaming terminal 10. In the third common game probability table, random
number ranges defined by dividing a numerical range of 0 to 399 are
associated with winning bonus types. A winning bonus type field stores a
single bonus. For example, when the determined random number is 10, the
winning bonus type to be awarded is Blue Marlin. However, when a bonus
that a gaming terminal 10 wins has already been awarded to another gaming
terminal 10, no payout is awarded even if the terminal wins the bonus.

[0271] As described above, when the third common game is run after the
first common game or the second common game, i.e., when the first common
game or the second common game evolves into the third common game, bonus
payouts of the both games are obtainable.

[0272] (Cooperation of Control Lever 600 and Individual Image 710)

[0273] In the bonus game and common games above, the movement pattern of
the control lever 600 and the display pattern of the individual image 710
are cooperated with each other. The movement pattern of the control lever
600 is stored in a movement pattern table which is in the RAM 43 of the
gaming terminal 10. In the meanwhile, the display pattern of the
individual image 710 is stored in a display pattern table which is in the
RAM 243 of the center controller 200. As shown in FIG. 39 and FIG. 40, a
movement pattern and a display pattern are associated with a single set
of identification information. As a set of identification information is
selected in accordance with the situation, the control lever 600 is moved
based on the movement pattern associated with the selected set of
identification information and the individual image 710 is displayed
based on the display pattern associated with the selected set of
identification information.

[0274] (Operation of Gaming Machine 300: Boot Process)

[0275] The following describes a boot process routine which takes place in
the gaming machine 300. Upon powering on the gaming machine 300, a boot
process routine illustrated in FIG. 41 starts in: the motherboard 240 and
gaming board 260 in the center controller 200, and in the motherboard 40
and the gaming board 50 in the terminal controller 630. The memory cards
53 and 263 are assumed to be inserted into the card slots 53S and 263S of
the gaming boards 50 and 260, respectively. Further, the GAL 54 and 264
are assumed to be attached to the IC socket 54S and 264S, respectively.

[0276] First, turning on the power switch of (powering on) the power
supply units 45 and 245 boots the motherboards 40 and 240, and the gaming
boards 50 and 260. Booting the motherboards 40 and 240 and the gaming
boards 50 and 260 starts separate processes in parallel. Specifically, in
the gaming boards 50 and 260, the CPUs 51 and 261 read out preliminary
authentication programs stored in the boot ROMs 52 and 262, respectively.
Then, preliminary authentication is performed according to the read out
programs so as to confirm and verify that no falsification is made to
authentication programs, before reading them in the motherboards 40 and
240, respectively (S21). Meanwhile, the main CPUs 41 and 241 of the
motherboards 40 and 240 run BIOS stored in the ROMs 42 and 242 to load
into the RAMs 43 and 243 compressed data built in the BIOS, respectively
(S22). Then, the main CPUs 41 and 241 run a procedure of the BIOS
according to the data loaded into the RAMs 43 and 243 so as to diagnose
and initialize various peripheral devices (S23).

[0277] The main CPUs 41 and 241, which are respectively connected to the
ROMs 55 and 265 of the gaming boards 50 and 260 via PCI buses, read out
authentication programs stored in the ROMs 55 and 265 and stores them in
the RAMs 43 and 243 (S24). During this step, the main CPUs 41 and 241
each derives a checksum through ADDSUM method (a standard check function)
which is adopted in a standard BIOS, and store the authentication
programs into RAMs 43 and 243 while confirming if the operation of
storing is carried out without an error.

[0278] Next, the main CPUs 41 and 241 each checks what connects to the IDE
bus. Then, the main CPUs 41 and 241 access, via the IDE buses, to the
memory cards 53 and 263 inserted into the card slots 53S and 263S, and
read out game programs and game system programs from the memory cards 53
and 263, respectively. In this case, the main CPUs 41 and 241 each reads
out four bytes of data constituting the game program and the game system
program at one time. Next, the main CPUs 41 and 241 authenticate the game
program and the game system program read out to confirm and verify that
these programs are not falsified, using the authentication program stored
in RAMs 43 and 243 (S25).

[0279] When the authentication properly ends, the main CPUs 41 and 241
write and store the authenticated game programs and game system programs
in RAMs 43 and 243 (S26).

[0280] Next, the main CPUs 41 and 241 access, via the PCI buses, to the
GALs 54 and 264 attached to the IC sockets 54S and 264S, and read out
payout ratio setting data from the GALs 54 and 264, respectively. The
payout ratio setting data read out is then written and stored in the RAMs
43 and 243 (S27).

[0281] Next, the main CPUs 41 and 241 read out, via the PCI buses, country
identification information stored in the ROMs 55 and 265 of the gaming
boards 50 and 260, respectively. The country identification information
read out is then stored in the RAMs 43 and 243 (S28).

[0282] After this, the main CPUs 41 and 241 each perform an initial
process of FIG. 42.

[0283] (Operation of Gaming Machine 300: Initial Process)

[0284] The following describes an initial process which takes place in the
gaming machine 300. When the boot process of FIG. 41 is completed, the
center controller 200 reads out from the RAM 243 a center-side initial
setting routine shown in FIG. 42 and executes the routine. Meanwhile,
when the boot process of FIG. 41 is completed, the gaming terminal 10
reads out from the RAM 43 a terminal side initial setting routine shown
in FIG. 42 and executes the routine. The center-side and terminal side
initial setting routines are executed in parallel.

[0285] First, the main CPU 41 of each of the gaming terminals 10 checks
operations of work memories such as the RAM 43, various sensors, various
driving mechanisms, and various decorative illuminations (A1). For
example, to check the operation of the driving mechanism, a process is
executed such that the control lever 600 is rotated from the start
position to the end position while the magnetic force values at the
respective positions are detected, and then the lever position
determining table T1 in the RAM 43 is updated. Then, the main CPU 41
determines if all the check results are normal (A2). If the main CPU 41
determines that the check results contains an error (A2: NO), the main
CPU 41 outputs a signal notifying the error (hereinafter, error signal)
to the center controller 200 (A3). Further, the main CPU 41 reports the
error in the form of illuminating the lamp 30 or the like (A4), and then
ends the routine.

[0286] On the other hand in A2, if the main CPU 41 determines that all the
check results are normal (A2: YES), an initial setting signal is output
to the center controller 200 (A5). Then, the supply of an initial setting
signal from the center controller 200 is waited for (A6, A7: NO).

[0287] The main CPU 241 of the center controller 200 receives signals from
each of the terminals (B1). Then, the main CPU 241 determines whether a
signal received is an error signal (B2). If the main CPU 241 determines
that the signal is an error signal (B2: YES), the main CPU 241 outputs
the error signal to a server of an unillustrated host computer or the
like (B9) to report the error (B10), and ends the routine.

[0288] On the other hand in B2, if the main CPU 241 determines that the
signal is not an error signal (B2: NO), the main CPU 241 determines
whether a predetermined time (check time) has elapsed from the time of
powering on (B3). If the main CPU 241 determines that the check time has
elapsed (B3: YES), B9 is executed. On the other hand, if the main CPU 241
determines that the check time has not yet elapsed (B3: NO), it is
determined whether an initial setting signal is received from each of the
gaming terminals 10 (B4). If the main CPU 241 determines that an initial
setting signal from any one of the gaming terminals 10 is not received
(B4: NO), the process returns to B1. On the other hand, if it is
determined that initial setting signals from all the gaming terminals 10
are received (B4: YES), the main CPU 241 checks operations of work
memories such as RAM 243 or the like, various sensors, various driving
mechanisms, and various decorative illuminations (B5). Then, the main CPU
241 determines whether all the check results are normal (B6). If the main
CPU 241 determines the check results contain an error (B6: NO), the main
CPU 241 executes B9.

[0289] On the other hand in B6, if the main CPU 241 determines that all
the check results are normal (B6: YES), the main CPU 241 outputs an
initial setting signal to all the gaming terminals 10 (B7), and causes
the shared display 102 to display a demo-screen (B8). Then, the main CPU
241 ends the routine.

[0290] In A7, the main CPU 41 of each of the gaming terminals 10
determines that an initial setting signal is received from the center
controller 200 (A7: YES), and causes the terminal image display panel 16
to display a demo-screen (A7). The main CPU 41 then ends the routine.

[0292] After the terminal side initial setting routine of FIG. 42, the
main CPU 41 of the gaming terminal 10 performs a terminal-side basic game
process routine of FIG. 43A. Through this terminal-side basic game
process routine executed by the main CPU 41, a basic game is run.

[0293] As shown in FIG. 43A, in the gaming terminal process routine, it is
determined whether a coin is bet (C1). In this step, it is determined
whether a signal from the 1-bet switch 26S entered by pressing of the
1-bet button 26 is received. Meanwhile, it is determined whether a signal
from the maximum bet switch 27S entered by pressing of the maximum bet
button 27 is received. If no coin is bet (C1: NO), C1 is repeated until a
coin is bet.

[0294] On the other hand, if a coin is bet (C1: YES), the credit amount
stored in the RAM 43 is reduced according to the number of coins bet
(C2). When the number of coins bet surpasses the credit amount stored in
the RAM 43, the process goes to a later-described step C3 without the
reduction of the credit amount. When the number of coins bet exceeds the
maximum number of coins bettable for one game (50 pieces in this
embodiment), the process goes to the later-described step C3 without the
reduction of the credit amount.

[0295] Then, it is determined whether the spin button 23 is pressed or the
control lever 600 is operated for the start (C3). If not started (C3:
NO), the process returns to C1. Here, if not started (for example, a
command to end the game is input before the start), the reduction of the
credit amount in C2 is canceled. Note that, whether the control lever 600
is operated for the start is determined based on whether the lever 6100
is inclined forward or backward from the reference position at an angle
greater than a specific angle. The specific angle is set so as to be
smaller than the first angle corresponding to the angle of inclination of
the lever 6100 abutting either of the restriction members 6402 (6402a,
6402b). In this determination, using a detected magnetic force value
indicated by magnetic force detection data supplied from the main body
PCB 60, the lever position of the lever 6100 (angle of inclination of the
lever 6100) is obtained, with reference to one lever position determining
table T1. Based on the thus obtained lever position, it is determined
whether the lever 6100 is inclined from the reference position at an
angle greater than the specific angle.

[0296] On the other hand, if started (C3: YES), a bet amount information
transmitting process is executed (C4). In other words, a bet amount
information signal indicating the game value bet is transmitted to the
center controller 200. Note that, although the present embodiment is
arranged so that the information of the number of paylines L activated in
response to betting is transmitted, the disclosure is not limited to
this.

[0297] Next executed is a symbol determining process (C5). That is, the
stop symbol determining program stored in the RAM 43 is run to determine
symbols 501 to be arranged in the display window 150. Through this, a
symbol combination to be formed along the payline L is determined.

[0298] Then, the symbol scrolling display process is executed to
scroll-display symbols 501 on the terminal image display panel 16 (C6).
The symbol scrolling display process is a process in which the symbols
501 determined in C5 are stopped (rearranged) in the display window 150
after scrolling of symbols 501 in a direction indicated by an arrow.

[0299] Next, it is determined whether a winning is resulted with the
combination of symbols 501 rearranged in the display window 150 (C7).
When it is determined that a winning is resulted (C7: YES), a payout
process is executed (C8). More specifically, when a winning is resulted,
the number of coins according to the combination is calculated. On the
other hand in C7, when it is determined that no winning is resulted (C7:
NO), C9 is executed.

[0300] After the payout process of C8 is executed, the main CPU 41
determines whether to start a bonus game (C9). More specifically, the
main CPU 41 starts a bonus game when a predetermined number or more
specific symbols 510 are rearranged on a payline L or no specific symbol
510 is rearranged at the video reel 153 of the third column but a mystery
bonus is won as a result of random selection. When the bonus game is not
started (C9: NO), the process of C1 is executed.

[0301] On the other hand, when the bonus game is started (C9: YES), a
terminal-side bonus game process is executed (C10). This terminal-side
bonus game process will be described later with reference to FIG. 44.
Thereafter, whether a common game trigger is established is determined
(C11). More specifically, the main CPU 41 determines whether a common
game start effect image display command has been received from the center
controller 200. If the common game trigger is not established (C11: NO),
the process of C1 is executed.

[0302] On the other hand, when the common game trigger is established
(C11: YES), a terminal-side common game process is executed (C12). The
terminal-side common game process will be described later with reference
to FIG. 45. Then the process of C1 is executed.

[0303] (Symbol Scrolling Display Process)

[0304] The following describes the symbol scrolling display process (the
step C6 in the terminal-side basic game process routine shown in FIG.
43A), with reference to FIG. 9 and FIG. 43B. First, the main CPU 41
obtains the angle of inclination (lever position) of the lever 6100 with
respect to the reference position (G1). More specifically, the main CPU
41 obtains the lever position using a detected magnetic force value
indicated by magnetic force detection data supplied from the main body
PCB 60 and referring to the lever position determining table T1.

[0305] Then, the main CPU 41 determines whether the angle of inclination
of the lever 6100 obtained in the step G1 is greater than the warning
issuance angle (G2). This determination may be made, for example, in such
a way that, when the angle of inclination (lever position) of the lever
6100 is between the seventh position and the end position, the angle of
inclination of the lever 6100 is regarded as being greater than the
warning issuance angle. It should be noted that, in both cases of forward
inclination and backward inclination of the lever 6100, when the angle of
inclination of the lever 6100 with respect to the reference position is
greater than the warning issuance angle, the result of the determination
in the step G2 is "YES".

[0306] When it is determined that the angle of inclination of the lever
6100 is greater than the warning issuance angle (G2: YES), the main CPU
41 determines whether time is being measured (G3). When it is determined
that time is not being measured (G3: NO), the main CPU 41 starts to
measure time (G4). Thereafter, the main CPU 41 generates an image to be
displayed (scroll display image) using the graphic board 68, and causes
the terminal image display panel 16 to display the scroll display image
(G5).

[0307] First, the scroll display image is generated so that symbols 501 at
all of the (five) video reels 151 to 155 are scroll-displayed across a
plurality of frames. Then, if the time has come to stop one of the video
reels 151 to 155 (its stop timing has come), symbols 501 to be stopped at
this reel are determined based on data in a symbol storing area, and
another scroll display image is generated so that the determined symbols
501 are stopped and displayed. The stop timings of the respective video
reels 151 to 155 are different from one another. Therefore, the scroll
display image is generated so that symbols 501 at each reel whose stop
timing has not yet come are scrolled across the frames until its stop
timing has come. Thereafter, the main CPU 41 executes a later-described
step G14.

[0308] On the other hand, when it is determined that time is being
measured (G3: YES), the main CPU 41 determines whether a predetermined
time (e.g., 0.5 seconds) has elapsed from the start of timing based on a
value obtained from the timing (G6). When it is determined the
predetermined time has not elapsed from the start of timing (G6: NO), the
main CPU 41 generates an image to be displayed (scroll display image)
using the graphic board 68, and causes the terminal image display panel
16 to display the generated scroll display image (G5). Thereafter, the
main CPU 41 executes the later-described step G14.

[0309] On the other hand, when it is determined that the predetermined
time has elapsed from the start of timing (G6: YES), the main CPU 41
determines whether it is a time to display the warning image G1 (see FIG.
12B) (G7). For example, this determination is made based on the value
obtained from the timing. To be more specific, an image to be displayed
first in the warning image display area 409 (see FIG. 12A) is the warning
image G1, but the displayed warning image is switched every three seconds
between the warning image G1 and the warning image G2 (see FIG. 12B).
Therefore, which of the warning images G1 and G2 should be displayed is
determined in the step G7.

[0310] When it is determined that this is the time to display the warning
image G1 (G7: YES), the main CPU 41 executes a process of outputting the
sound corresponding to the warning image G1 from the speaker 29 (G8).
Then, the main CPU 41 incorporate the warning image G1 (in the warning
image display area 409) into a scroll display image generated using the
graphic board 68 in the same way as in the step G5. Then, the main CPU 41
causes, through the graphic board 68, the terminal image display panel 16
to display the scroll display image containing the warning image G1 (G9).
Thereafter, the main CPU 41 executes the later-described step G14. On the
other hand, when it is determined that this is not the time to display
the warning image G1 (G7: NO), it means this is the time to display the
warning image G2, so the main CPU 41 executes a process of outputting a
sound corresponding to the warning image G2 from the speaker 29 (G10).
Thereafter, the main CPU 41 incorporates the warning image G2 into a
scroll display image generated using the graphic board 68 in the same way
as in the step G5. Then, the graphic board 68 causes the terminal image
display panel 16 to display the scroll display image containing the
warning image G2 (G11). Thereafter, the main CPU 41 executes the
later-described step G14.

[0311] The following describes the process when it is determined that the
angle of inclination of the lever 6100 obtained in the step G1 is not
greater than the warning issuance angle (G2: NO). In this case, the main
CPU 41 determines whether time is being measured (G12). When it is
determined that time is being measured (G12: YES), the main CPU 41 stops
the timing (resets a timer) (G13), and executes the above-described step
G5. On the other hand, when it is determined that time is not measured
(G12: NO), the main CPU 41 executes the step G5 without executing the
step G13. In the step G5, the scroll display image which does not contain
the warning image G1, G2 is displayed on the terminal image display panel
16. Therefore, when the angle of inclination of the lever 6100 is not
greater than the warning issuance angle, the warning image G1, G2 is not
displayed.

[0312] As described above, when the result obtained in the step G3 is
"NO", and when the result obtained in the step G6 is "NO", executed is
the step G5, not the step G9, G11. Therefore, the warning image G1, G2 is
not displayed. That is, even if the angle of inclination of the lever
6100 is greater than the warning issuance angle, the warning image G1, G2
is not displayed unless the predetermined time (e.g., 0.5 seconds) has
elapsed from the point of time when the angle of inclination exceeds the
warning issuance angle. In this structure, the warning image G1, G2 is
not displayed when the player finds that he/she is excessively inclines
the lever 6100 and immediately returns the lever 6100 for proper
operation.

[0313] After the step G5 is executed, the main CPU 41 executes the
later-described step G14.

[0314] In the step G14, the main CPU 41 determines whether scrolling of
all of the video reels 151 to 155 is stopped (G14). When it is determined
that the scrolling of all of the video reels 151 to 155 is stopped (G14:
YES), the main CPU 41 finishes the subroutine of the symbol scrolling
display process, and goes back to the terminal-side basic game process
routine of FIG. 43A. On the other hand, when it is determined that the
scrolling of all of the video reels 151 to 155 is not stopped (G14: NO),
the process returns to the step G1, and the main CPU 41 executes
repeatedly the steps G1 to G13 at every predetermined frame period until
the result of "YES" is obtained in the step G14.

[0316] The main CPU 41 of the gaming terminal 10 executes, in the
terminal-side basic game process shown in FIG. 43A, a terminal-side bonus
game process routine (C10) shown in FIG. 44.

[0317] As shown in FIG. 44, the main CPU 41 determines whether the bonus
game is an independent special game (D1). If the bonus game is not the
independent special game (D1: NO), i.e., when the bonus game is a mystery
bonus, the main CPU 41 executes a mystery bonus random determination
(D2). More specifically, the main CPU 41 determines, with reference to
the mystery bonus start random determination table shown in FIG. 25, to
which one of the ranges, "occurrence", "effect only", and
"non-occurrence" the determined random number corresponds.

[0318] Now, the main CPU 41 determines whether to conduct an effect (D3).
More specifically, the main CPU 41 determines to conduct an effect when
the result of the mystery bonus random determination is "occurrence" or
"effect only". If no effect is conducted (D3: NO), i.e., when the result
of the mystery bonus random determination is "non-occurrence", the
routine finishes.

[0319] On the other hand, if an effect is conducted (D3: YES), the main
CPU 41 determines whether a common game is being run (D4). If no common
game is being run, an effect start signal is transmitted to the center
controller 200 (D5). Note that, receiving the effect start signal
transmitted in the step D5, the center controller 200 conducts the effect
shown in FIG. 27. If it is determined in the step D4 that a common game
is being run (D4: YES) or after the transmission of the effect start
signal, whether a mystery bonus is generated is determined (D6). More
specifically, the mystery bonus is generated when the result of the
mystery bonus random determination is "occurrence".

[0320] If no mystery bonus is generated (D6: NO), the routine finishes. On
the other hand, if the mystery bonus is generated (D6: YES), the main CPU
41 conducts a bonus random determination (D7). More specifically, with
reference to the mystery bonus probability table shown in FIG. 26, to
which of the winning bonus types the determined random number corresponds
is determined. Thereafter, a payout according to the bonus that has been
won is awarded (D10), and the routine finishes.

[0321] On the other hand, if it is determined in the step D1 that the
bonus game is an independent special game, the main CPU 41 transmits an
independent special game information signal indicating the start of an
independent special game is transmitted to the center controller 200
(D8). In response to this, a lookup display unit 404 shown in FIG. 19 is
displayed on the terminal image display panel 16. Though not illustrated,
when the center controller 200 receives the independent special game
information signal, whether a common game is being run is determined. If
it is determined that no common game is being run, the center controller
200 conducts the effect shown in FIG. 21 and FIG. 24, turns on the LED
unit 801 corresponding to the gaming terminal 10 that has transmitted the
independent special game information signal, carries out a random
determination to determine a payout based on the independent special game
probability table shown in FIG. 23, and transmits payout information. On
the other hand, when a common game is being run, the center controller
200 conducts only a random determination and transmits payout
information.

[0322] Thereafter, whether payout information has been received from the
center controller 200 is determined (D9). If no payout information has
been received (D9: NO), the process is on standby and the step D9 is
repeated. When the payout information has been received from the center
controller 200 (D9: YES), a payout is awarded based on the payout
information (D10) and the routine finishes.

[0324] The main CPU 41 of the gaming terminal 10 executes, in the
terminal-side common game process (C12) shown in FIG. 43A, a
terminal-side common game process routine shown in FIG. 45.

[0325] As shown in FIG. 45, the main CPU 41 determines whether a common
game start effect image display command has been received from the center
controller 200 (E1). Thereafter, based on the received common game start
effect image display command, a common game start effect image shown in
FIG. 30 is displayed (E2). Then whether a common game start signal has
been received is determined (E3). If no common game start signal has been
received (E3: NO), the routine finishes.

[0326] On the other hand, if the common game start signal has been
received (E3: YES), the lookup display shown in FIG. 19 is carried out
(E4). Though not illustrated, when the common game start effect image
display command includes an instruction to conduct only an effect, the
routine finishes after the step E2.

[0327] Subsequently, the main CPU 41 determines whether payout information
has been received from the center controller 200 (E5). If no payout
information has been received, the routine is on standby (E5: NO). If the
payout information has been received (E5: YES), the total sum of obtained
unit payout amounts is multiplied by the payout rate, so as to calculate
a payout to be awarded (E6). Then the calculated payout is awarded (E7)
and the routine finishes.

[0328] (Operation of Center Controller 200: Common Game Process Routine)

[0329] The main CPU 241 of the center controller 200 executes, after the
execution of the center-side initial setting routine shown in FIG. 42 is
completed, a common game process routine shown in FIG. 46. Though not
illustrated, the common game process routine is arranged to be executed
at predetermined intervals (one second in the present embodiment).

[0330] As shown in FIG. 46, the main CPU 241 carries out a random
determination of whether to start a common game (F1). More specifically,
with reference to the common game start random determination table shown
in FIG. 28, to which one of the ranges, "occurrence", "effect only", and
"non-occurrence", the determined random number corresponds is determined.
Note that, in addition to the above, which one of common games is
generated by a determined random number is determined with reference to
the common game type random determination table shown in FIG. 29.

[0331] Thereafter, the main CPU 241 determines whether to conduct an
effect for the start of a common game (F2). More specifically, an effect
is conducted when the result of the step F1 is "occurrence" or "effect
only". If no effect for the start of a common game is conducted (F2: NO),
the routine finishes.

[0332] On the other hand, if the effect for the start of a common game is
conducted (F2: YES), the main CPU 241 determines whether a bonus game is
being run on any one of the gaming terminal 10 (F3). If a bonus game is
being run (F3: YES), the routine waits for the end of the bonus game. If
no bonus game is being run (F3: NO), a common game start effect image
display command corresponding to the selected type of the common game is
transmitted to all the gaming terminals 10 (F4) and a common game start
effect image is displayed on the upper display 700 (F5).

[0333] Thereafter, the main CPU 241 transmits a common game start signal
to each gaming terminal 10 qualified to participate in the common game
(F6). More specifically, with reference to the common game qualification
time management table shown in FIG. 15, the common game start signal is
transmitted to each gaming terminal 10 having a qualification time. It is
noted that the common game start signal has information regarding the
highest payout rate among the common game qualification times of the
gaming terminals 10 in the common game qualification time management
table. In other words, the main CPU 241 notifies the gaming terminals 10
of the highest payout rate of each terminal.

[0334] The main CPU 241 then determines the winning bonus type of each
participating gaming terminal 10 with reference to tables such as the
first common game probability table shown in FIG. 33 and the third common
game probability table shown in FIG. 38 (F7). Thereafter, the payout for
each participating gaming terminal 10 is determined based on the
determined winning bonus type of each participating gaming terminal 10,
payout information is transmitted to each gaming terminal 10 (F8), and
the routine finishes.

[0335] Note that the common game random determination process is being
executed while the common game is being run. When the start of a common
game is awarded while a common game is being run, a fixed payout is
awarded to a gaming terminal 10 which is not participating in the common
game but has a qualification time. More specifically, the center
controller 200 transmits fixed payout information including information
of the fixed payout to a gaming terminal 10 which is not participating in
the common game but has a qualification time. Receiving the fixed payout
information, the gaming terminal 10 executes a process of awarding a
payout based on the fixed payout information.

[0336] As described above, in the embodiment of the present invention, the
lever 6100 inclined by the player first abuts either of the restriction
members 6402, and thereafter, when the lever 6100 is further inclined to
an angle of inclination exceeding the warning issuance angle, the warning
is given. This allows the player to understand how much degree of
inclination is permitted to avoid breakage of the support mechanism 6200,
through the feel in his/her hand, as well as visually and/or aurally.

[0337] The above embodiment thus described solely serves as a specific
example of the present invention, and the present invention is not
limited to such an example. Specific structures of various means may be
suitably designed or modified. Further, the effects of the present
invention described in the above embodiment are not more than examples of
most preferable effects achievable by the present invention. The effects
of the present invention are not limited to those described in the
embodiment described above.

[0338] For example, the control lever 600 may be used for purposes other
than inputting instruction of the start of a basic game. The control
lever 60 may be constructed so as to receive any other operations made by
a player. For example, in a fishing game of the common game, the control
lever 600 may receive a player's instruction related to the operation of
the fishing rod of the fisherman image 711 corresponding to the player.
More specifically, in the common game, in response to the player's
operation of inclining the lever 6100 at an angle greater than a specific
angle, the fishing rod of the fisherman image 711 corresponding to the
player is operated so as to catch a fish image 714 (this operation
functions as a trigger for random determination, for example). In this
structure, during the period in which the common game is executed, it is
determined whether the angle of inclination of the lever 6100 is greater
than the warning issuance angle (for example, at every frame period in
the same way as in the process shown in FIG. 43B). Then, if the angle of
inclination of the lever 6100 is greater than the warning issuance angle
(a predetermined time has elapsed from the point of time when the angle
of inclination exceeds the warning issuance angle), the warning image G1,
G2 is displayed, and/or the warning sound is output. Otherwise, the
warning image G1, G2 is not displayed and the warning sound is not
output. Players are more likely to be excited during the common game, and
there is a possibility that an excited player excessively inclines the
lever 6100. Also in such a case, a warning of the excessive inclination
of the lever 6100 is given to the player.

[0339] Further, the warning image G1, G2 is displayed only in the symbol
scrolling display process in this embodiment; however, the disclosure is
not limited to this structure. The following structure is also possible:
it is determined whether the angle of inclination of the lever 6100 is
greater than the warning issuance angle is determined during the period
in which the gaming terminal 10 is powered, and the warning image G1, G2
is displayed when the angle of inclination is greater than the warning
issuance angle.

[0340] For example, the aspects, values, or the like concerning the
effects are not limited to those described in the embodiment above.
Furthermore, the data or the like exchanged between the gaming terminals
10 and the center controller is not limited to the above. For example,
the information of the number of paylines L activated in response to
betting is transmitted in the present embodiment. Not limited to this,
information indicating the bet amount may be transmitted. In this case, a
table associated with the number of paylines may be associated with the
bet amount or the range of the bet amount.

[0341] In addition to the above, while the present embodiment is arranged
so that effects are conducted after the random determination of payouts
of a base game, a bonus game, and a common game, the random determination
may be carried out while the effect is being conducted. For example, as
effects during a bonus game and a common game, a payout amount is
indicated by using the fish image 714 and the fishing bait image 713. In
this regard, the following effect may be carried out using the fishing
bait image 713.

[0342] More specifically, when an effect of causing the fish image 714 to
approach the fishing bait image 713 is conducted and when the probability
of winning a bonus corresponding to that fish image 714 is high (e.g.,
73% or higher), the fishing bait image 713 is displayed in red. When the
probability of winning a bonus corresponding to that fish image 714 is
middle (e.g., 54% or higher), the fishing bait image 713 is displayed in
orange. When the probability of winning a bonus corresponding to that
fish image 714 is low (e.g., less than 53%), the color of the fishing
bait image 713 is maintained to be green. In addition to the above, the
fish image 714 may be arranged to open the mouth to attack the fishing
bait image 713 displayed in red, and the fish image 714 may also be
arranged to peck at the fishing bait image 713 by the mouth when the
fishing bait image 713 is displayed in orange.

[0343] In addition to the above, the base game qualification time awarding
table shown in FIG. 14 is arranged so that a plurality of payout rates
are awarded for each number of activated paylines, but the disclosure is
not limited to this. For example, as shown in FIG. 47, a single payout
rate is awarded for each number of activated paylines.

[0344] More specifically, in the case of FIG. 47, a qualification time of
five seconds in which the payout rate is one is awarded when the number
of activated paylines is one. When the number of activated paylines is
two, a qualification time of five seconds in which the payout rate is two
is awarded. When the number of activated paylines is three, a
qualification time of five seconds in which the payout rate is three is
awarded. When the number of activated paylines is five, a qualification
time of five seconds in which the payout rate is five is awarded. When
the number of activated paylines is ten, a qualification time of five
seconds in which the payout rate is ten is awarded.

[0345] Because a payout rate is independently awarded for each number of
activated paylines, for example, qualification times of the same payout
rate are accumulated as the player repeatedly bets the same bet amount.
In this case, because at least a qualification time in which the payout
rate is smaller than the payout rate above is not accumulated, the payout
rate is kept to be equal to or higher than a predetermined value, until
the qualification time reaches zero.

[0346] In addition to the above, the present embodiment is arranged so
that, when any one of the gaming terminals 10 wins an independent special
game or a mystery bonus and the effect regarding the same is being
conducted on any one of the gaming terminal areas 703 of the upper
display 700, a common game starts after the end of the effect even if the
start of a common game is determined. The disclosure, however, is not
limited to this. For example, when the start of a common game is
determined, the effect concerning the independent special game or mystery
bonus may be canceled and the common game may be stared. This allows the
gaming terminal 10 qualified to participate in the common game to start
the common game without waiting for the end of the effect.

[0347] In addition to the above, when no game is run by the gaming machine
300 or no game is run by any one of the gaming terminals 10, the ranking
of bonus types which have been awarded as payouts may be displayed on the
upper display 700 as shown in FIG. 48.

[0348] In FIG. 48, no game is being run at the gaming terminal 10c. More
specifically, at the central part of the gaming terminal area 703c
corresponding to the gaming terminal 10c, a ranking image 750 is
displayed. The ranking image 750 has a ranking area 750a, a name area
750b, a date area 750c, and a fish area 750d. The ranking area 750a shows
the ranking of amounts of awarded bonuses. The name area 750b shows the
names of players who have obtained bonuses. If the gaming terminals 10
can store information on a membership card or the like storing an
identification name of each player and a member ship number, the name,
the membership number, or the like may be displayed. The date area 750c
displays dates of obtaining bonuses. The fish area 750d displays images
of fishes corresponding to obtained bonuses. It is noted that the fish
area 750d may display texts indicating obtained bonuses, unit payout
amounts of obtained bonuses, or one of them including the images of the
fishes. The ranking may be determined based on unit payout amounts of
obtained bonuses or based on a calculation of multiplying a unit payout
amount by a payout rate.

[0349] Further, the detailed description above is mainly focused on
characteristics of the present invention to fore the sake of easier
understanding. The present invention is not limited to the above
embodiments, and is applicable to diversity of other embodiments.
Further, the terms and phraseology used in the present specification are
adopted solely to provide specific illustration of the present invention,
and in no case should the scope of the present invention be limited by
such terms and phraseology. Further, it will be obvious for those skilled
in the art that the other structures, systems, methods or the like are
possible, within the spirit of the invention described in the present
specification. The description of claims therefore shall encompass
structures equivalent to the present invention, unless otherwise such
structures are regarded as to depart from the spirit and scope of the
present invention. Further, the abstract is provided to allow, through a
simple investigation, quick analysis of the technical features and
essences of the present invention by an intellectual property office, a
general public institution, or one skilled in the art who is not fully
familiarized with patent and legal or professional terminology. It is
therefore not an intention of the abstract to limit the scope of the
present invention which shall be construed on the basis of the
description of the claims. To fully understand the object and effects of
the present invention, it is strongly encouraged to sufficiently refer to
disclosures of documents already made available.

[0350] The detailed description of the present invention provided
hereinabove includes a process executed on a computer. The above
descriptions and expressions are provided to allow the one skilled in the
art to most efficiently understand the present invention. A process
performed in or by respective steps yielding one result or blocks with a
predetermined processing function described in the present specification
shall be understood as a process with no self-contradiction. Further, the
electrical or magnetic signal is transmitted/received and written in the
respective steps or blocks. It should be noted that such a signal is
expressed in the form of bit, value, symbol, text, terms, number, or the
like solely for the sake of convenience. Although the present
specification occasionally personifies the processes carried out in the
steps or blocks, these processes are essentially executed by various
devices. Further, the other structures necessary for the steps or blocks
are obvious from the above descriptions.